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created JoeriV's sketchbook (3d)
on 01-28-2012 05:11 AM
Okay about me:
In september 2011 I started studying Digital arts and entertainment here in Belgium.
My main focus was programming, something I have done for a couple of years now, but the 3D bug got to me, and I just love modelling and texturing.
So there is a good chance I might shift my focus towards that over the coming months and years.
I like critiques, I'd prefer people pointing out all the mistakes and flaws, then just going "it looks good" or "it looks bad", so feel free to be harsh, but keep it construcive
I'm going to start off with 2 things for now:
First is the first assignment we got, it's a bit "akward" since it's basicly useless outside of the renders, because the assignment was to make a vehicle in 3dsmax using only primitives and a couple of modifiers (bend, taper, etc).
Second one is the assignment for the examens:
-Make a low poly cityscene (aiming for HL2 quality, but ofcourse it always turns out a bit higher in terms of models, since HL2 if you look back at it is really low poly :p)
-Only Diffuse & Opacity textures.
-Use tileable textures
I learned a ton doing this, the only downside is, there is still tons of work to do, and I have to hand it in on thursday (about 5 days from now), so with my current schedule it's kind of to late to go back and fix some things.
Same if I get some critiques, I can fix some things in the textures/Mesh etc, but it's a bit to late to go back and change the layout/etc.
Luckily, I have a bunch of props ready, only got to finish up the textures here and there and then place them in.
Bad thing: I kinda left some things unfinished to finish later, so now as a consequence, nothing is finished, and there are a lot of unfished/bad parts that I have to go and fix/redo/finish.
(and yes the tree sucks atm)
And a quick youtube clip of an old version:
(color are really washed out tough, for some reason in the clip).
Goals for the coming weeks:
-Finish the cityscene.
-Try to do a lot of free work.
-Make props and maybe do some more complicated models.
-Work on Unwrapping/proper uv layouts.
-Work on getting better meshes.
-Do a lot of work on texturing (less photo-material, etc).
Last edited by joeriv; 04-09-2012 at 02:28 AM..
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, triangle,
375 Posts,
Join Date Jan 2012,
Location Belgium
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Wow, that pod racer is incredible, such detail, great work on it. Any plans on texturing it? Whats the polycount on it? Can you show the wireframe? Sorry to bombard you with questions but its always good to see more. It looks like you need to soften the edges on the ends of the cones on the pods, looks like they are still hard edged. Other than that, great work!
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, spline,
246 Posts,
Join Date Mar 2011,
Location Chicago
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Well as I said, the problem is that it was a school assignment (the first one we had) were we had to make a vehicle with only basic primitives(box/cilinder/etc) and some modifiers(bend/taper/etc) (and no editable poly's).
It was meant to get people used to the software (3dsmax) and the hotkeys, etc.
So we couldn't even delete the hidden faces, since we weren't allowed to convert it to a editable poly :p
So texturing it would be a complete nightmare I think.
Maybe after the second semester when we have done high-poly modelling (complete first semester was low-poly) I might start it over again in a proper way.
And polycount was around 600.000, but that doesn't really mean a lot because of the way it was made :p
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, triangle,
375 Posts,
Join Date Jan 2012,
Location Belgium
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And a update:
Had to turn in the assingment last week for the final assignment for the first semester:
Just Diffuse and opacity maps, and had to be low poly (no normal maps, etc), and we had to use tilable textures.
So this was the end result, some things are a bit unfinished, but I didn't want to have untextured stuff in there.
End result was just over 22k poly's.
360 rotation:
http://www.youtube.com/watch?v=TohTztZE8hM
(sorry for the colors, the program I use to convert jpeg's to avi kinda desaturates the colors by a lot for some unknown reason).
Collection of some shots:
Separate: http://img849.imageshack.us/slidesho...cityscener.jpg
slidehsow: http://img849.imageshack.us/slidesho...cityscener.jpg
(slideshow is kinda crappy quality).
Wire:
Started doing some high poly modelling, but I'll show that tomorrow or somewhere this week.
Last edited by joeriv; 05-02-2012 at 06:18 PM..
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, triangle,
375 Posts,
Join Date Jan 2012,
Location Belgium
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i really like the feeling of this, there appear to be some wierd tris in some places though
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, triangle,
253 Posts,
Join Date Feb 2010,
Location Pittsburgh PA, USA
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that podracer is AMAZING!!
I think you should definitely make a lowpoly for it and bake all of that eye candy.
I am amazed that's your first assignment, very good job
it looks like you have a very good understanding of making lowpoly meshes, you get rid of any unneeded polys by triangulating, keep up the awesome work
can we get some close up shots like person height inside the scene?
edit: oops never mind didnt see the link
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, spline,
173 Posts,
Join Date Sep 2010,
Location Burlington VT, Montreal Canada, Sunderland MA
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Thanks for the comments.
@allmighty_thunder
Could you maybe clarify wich parts have some weird tri's?
So after some tests and just figuring some stuff out I'm gonna start working on something, and gonna do the whole thing, so high and low poly, normal map, spec map, etc.
Plan is to finish it by the end of the week, hopefully I won't run into much trouble.
But I guess first time doing a proper normal map will give me some headaches :p
So here's the basic blockout, need to fix up the underside, and maybe change some things here and there, and then start doing the real work (high poly).
Reference:
http://www.cgtextures.com/texview.ph...dvh34sdnav8340
http://img843.imageshack.us/img843/5083/constructionblockout.jpg
Last edited by joeriv; 06-30-2012 at 12:42 PM..
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, triangle,
375 Posts,
Join Date Jan 2012,
Location Belgium
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Small update, wanted to look for some feedback before I finish the highpoly, since I'm pretty new to it.
(everything is still heavy wip, the "tube", and everything attached to it hasn't been touched yet, the wheel + the "guard" above it don't have turbosmooth applied yet, and just in general everything still needs some work, but it should already give an idea)
Wire:
http://img820.imageshack.us/img820/5664/wirefu.jpg
Last edited by joeriv; 01-27-2013 at 08:48 PM..
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, triangle,
375 Posts,
Join Date Jan 2012,
Location Belgium
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Okay, kinda slack off here the last weeks, but time to change that again.
Started working on a exercice on lights in 3dsmax.
(models are NOT done by me, just the lighting).
Standard lights & scanling renderer, etc.
Mainly looking for feedback on this, I feel like I still have to look up a bit more reference.
So gonna do that (and maybe if someone would be so nice to give some feedback on this), use that, and do a second try, and then also do materials.

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, triangle,
375 Posts,
Join Date Jan 2012,
Location Belgium
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Some non-real time stuff I'm working on.
Need to finish some parts (and planning on redoing the reels), finish the materials.
End goal is to make a vintage photo of a product.
If anyone would be willing to give some feedback I'd be very gratefull, since I'm starting to feel kinda lost on this, can't really find a direction to take it atm, and some materials are just not working out at all.
Once this is finished I will make bake it down to a low poly (have done quite a bit of small tests, but this will be the first object), and then use the knowledge of materials I gathered so far to make the spec/etc map.
Wires: (a bit outdated, but most parts are still the same)

Last edited by joeriv; 04-08-2012 at 06:18 AM..
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, triangle,
375 Posts,
Join Date Jan 2012,
Location Belgium
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So yes, because there are about 4 weeks to go untill the exams I don't exactly have a lot of spare time. (this assignment, we have to program 2 2d games in c++, and some other stuff).
So yeah, started working on the final assignment (and the last non-realtime, next year everything is gonna be realtime stuff).
Goal, Fiat 126, and make a rally version out of it.
Need to take a step back though atm, and work a bit again on the basic ship and flow since that's definatly not good yet ><
Wire:
Just a quick material test I did, not really working out the way I want yet:
And a quick test render with some reflection etc

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, triangle,
375 Posts,
Join Date Jan 2012,
Location Belgium
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And throwing these in here, so this stays a bit up to date with my current progress :p

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, triangle,
375 Posts,
Join Date Jan 2012,
Location Belgium
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great work man, the car is looking very good
only nitpick would be that the rims are a bit too white even with the bits of dirt added
also nice match with the picture
keep it up
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, dedicated polycounter,
1,872 Posts,
Join Date Feb 2008,
Location Antwerp, Belgium
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I think they're actually the same pic right? One is rendered with motion blur and dust particles and the other is just a still shot
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, null,
11 Posts,
Join Date Jun 2010,
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Thanks ravenslayer for the comment ^^
And yes Navillus, the top one is after playing around with it in PS, the bottom one is just the base render, how it came out of max.
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, triangle,
375 Posts,
Join Date Jan 2012,
Location Belgium
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Haven't updated this in while, so let's get this up to date, since I find it fun to sort of see everything combined.
Gonna split it up into 2 posts, one "finished" and then one currently working on.
Still just trying to improve and figure out what to focus on.
had a go at handpainting, should find a hour or 2-3 to finish it up.
Some panels+prop trying to match the style, not to happy looking back at these, but I did learn a lot, so they served theyre purpose.

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, triangle,
375 Posts,
Join Date Jan 2012,
Location Belgium
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Gun from dust514 concept that I started recently:
testbake + quick try at the brownish metal
http://i46.tinypic.com/ie2mw7.png
http://img528.imageshack.us/img528/9461/captureemy.png
Have to do a gun for school, decided to just pick something that a couple of months ago I would have said about "nope, no way, can't do that" and just try.
Very wip, the front part and the bandages around the grip are just placeholders atm.
(funny timing actually with the borderlands artdumps/borderlands 2 coming out).
So for now, the bottom gun is getting finished first, since it's on a deadline, then finish the dust514 one.
And hopefully I'll have a week or so of some spare time to fit in something else (so much to do, so little time) before rampup to the examn madness starts at school.
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, triangle,
375 Posts,
Join Date Jan 2012,
Location Belgium
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impressive. especially gun.
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, line,
84 Posts,
Join Date Apr 2012,
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Excellent Thread joeriv
Great Modeling !
Keep posting ^^
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, spline,
140 Posts,
Join Date Feb 2007,
Location Montréal
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Last edited by joeriv; 03-13-2013 at 12:21 AM..
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, triangle,
375 Posts,
Join Date Jan 2012,
Location Belgium
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really nice modeling
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, polycounter,
1,069 Posts,
Join Date Jul 2010,
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Thanks for the comments
Wanted to do a proper environment for a long time now, so just going for it 
after a little struggle with udk I managed to get some basic stuff done, now onto more blocking out, and then I hope I can finish this in a reasonable amount of time.
(based on a concept by john park).

Last edited by joeriv; 03-14-2013 at 01:36 AM..
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, triangle,
375 Posts,
Join Date Jan 2012,
Location Belgium
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working a bit on a new gun, still quite a way to go on the highpoly.

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, triangle,
375 Posts,
Join Date Jan 2012,
Location Belgium
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putting the gun on hold untill work/finals for school are over.
and a small environment for school, roughly based on a concept by neil hanson.
All the rocks are UDK placeholders currently.
should look a lot better (I hope  )once I got those replaced, made a decent material, and refined the terrain/snow/etc a bit more for the path.
and we have to make a quick movie out of it, so gave that a test.
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, triangle,
375 Posts,
Join Date Jan 2012,
Location Belgium
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