Author : afisher


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Hang10's Avatar
Old (#1)
UPDATE:



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Hey Guys, with school starting I've started working on a High poly vehicle assignment. I'm about 70% done the whole vehicle. The concept has a turret on the back.

Still working on nice lighting so sorry if the shots aren't all the great. Crits and feedback are welcomed

Here's the Concept:










Last edited by Hang10; 04-11-2012 at 07:40 PM..
Offline , triangle, 397 Posts, Join Date Aug 2011, Location Ottawa, Canada  
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OtrickP's Avatar
Old (#2)
Your hard surface modeling skills are prety good. I see a few faceted areas and some edges that will be too hard to bake. There is much more to life then omni lights!! That render is not doing you any good. There's no need to screencap a high poly model. You wont be able to achieve anything close to the level of uberness you can get from a nice MR render and some Photometric lights. Along with appropriate Photoshopping and so on. Don't waist your time playing with lighting, unless your keeping it in max, and by no means will your highpoly lighting be the same as your low poly. After finishing the turret I hope you look into using some nice Dx shaders and a decent MR render setup! This will be a valueable asset if your looking for something you can use in your portfolio for Hard surface modeling. Keep it up!!
Offline , spline, 199 Posts, Join Date Jan 2011, Location Toronto Ontario  
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Hang10's Avatar
Old (#3)
@OtrickP Thanks for the compliment I can see the few areas now. I only added s few quick omni lights and enabled viewport rendering within max to quickly get off a few screengrabs to post. I'll have the turret done soon(tomorrow hopefully) and I'll clean up the blending.
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Hang10's Avatar
Old (#4)
I got the turret completed today, I still need to clean up some of the edges where meshes intersect though.





Offline , triangle, 397 Posts, Join Date Aug 2011, Location Ottawa, Canada  
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Hang10's Avatar
Old (#5)
Alright so it's been awhile since I updated this, between a lot of things going on I was given a deadline for this for tomorrow ><

This was my first Hard surface model and all along I've kind of picked up different things, tweaked and replaced but the end result is something to be desired. Although I don't feel it's total trash there are a lot of things I have a problem with like my normal and spec maps. It was also my first with Sculpting detail in ZBrush.

All in all it was a first for a lot of things. This is where I need help. I know this model needs a lot of love but I need some real criticism to point me in the right direction.

C & C plz !









Offline , triangle, 397 Posts, Join Date Aug 2011, Location Ottawa, Canada  
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Hang10's Avatar
Old (#6)
Looking at it from another monitor, the colors look very dull. They were a lot more vibrant on my other pc.
Offline , triangle, 397 Posts, Join Date Aug 2011, Location Ottawa, Canada  
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Donavonyoung's Avatar
Old (#7)
The textures are also really muddy. They don't have any definition and it is hard to tell what the material is.
Right click for more options.
Offline , triangle, 463 Posts, Join Date Jul 2011, Location Denver, CO Send a message via Skype™ to Donavonyoung  
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Hang10's Avatar
Old (#8)
I was trying to go for a grunge metal, I just slapped a cloud render and bit of noise hoping the spec and normal map would help. :S
Offline , triangle, 397 Posts, Join Date Aug 2011, Location Ottawa, Canada  
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Blaisoid's Avatar
Old (#9)
watch this:
http://cg.tutsplus.com/tutorials/pho...etal-textures/

btw, wheels seem to have unnaturally sharp edges on the low poly.
Offline , polygon, 668 Posts, Join Date Oct 2011, Location Wroclaw, Poland  
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Hang10's Avatar
Old (#10)
Thanks for the link, I I did chamfering the edges and play with smoothing groups, but I ended up welding to edges together to make the side of the tires easier to texture.
Offline , triangle, 397 Posts, Join Date Aug 2011, Location Ottawa, Canada  
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