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#1 (permalink) |
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New Member
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Konradenīs sketchbook
Hi!
Im a Swedish game-art student just starting of a 2year progamme. This thread will be a place for me to post all my work and hopefully see it get better and better. What I want to gain from this thread is feedback, critic and help/suggestions on how to improve from other artists. Here are all the objects Ive created for our first game project. Concept art General concept art for the world: ![]() Concept art for the gameīs dice, this thing should spin and point at a number, just to make use of the Ipadīs touch ability. Concept art for the player characterīs. This one is a indiana Jones inspired hat. ![]() Another player character, a wizardhat. Did not use any ref, just pulled from memory/fantasy. ![]() Hereīs one player character that didnt make it into the game ![]() ![]() Spearweapon ![]() On to some of the 3D stuff: The diffusemap, painted from a uvsnapshot in Photoshop, seems fixed in Mudbox. ![]() ![]() ![]() ![]() ![]() Palm ![]() ![]() ![]() And the diffuse for the grass/bushes ![]() ![]() This one actually needs some more work, its looking to dull and the scarf needs to have its seems fixed. Will do that. ![]() ![]() ![]() ![]() This one is the best thing(imo) I created for this project and also the last one. I spent around 5-6hrs on it the last day on the project. ![]() ![]() ![]() Also, if anyone wants to use any of theese meshes/textures, go right ahead. They can be downloaded from the links below. If you do end up doing something with them, send me a screenshot ![]() Obj version UDK package version Any critics, suggestions on improvement on anything and so on are very much welcome. Really anything from, colorchoices, uvmapping and so on. Anything is apreciated. |
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#2 (permalink) |
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New Member
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Here is a Garand I am working on.
Hig res version: ![]() ![]() Low res version: ![]() ![]() I started out this project by looking for some reference material. It did not seem to be any problem finding alot of it. When I sat down and started modelling I soon realised that there is alot of different versions of the gun. So I have probabily mixed up some of the different versions, feel free to point any mixes out =) Another good lesson is to make sure the barrel goes all the way bay to where the bullet inserts, I think the model currently is a bit of. Hardest part so far has been been the lock/chamber and I have rebuilt it several times, right now the low poly versions differs alot from the high version. My plan is to redo the high res version from the low res version to get a good final version. To get a break from working with the lock/chamber Ive almost finished unwraping the low poly version, Ill post the UV-map once its "done". Any crit/suggestions are more than welcome. //Joakim |
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#3 (permalink) |
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Senior Member
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Hand painted textures are pretty cool, but a lot of the details on some of them are really blurry. Unless that was the style you were going for like some impressionistic sort of thing. I find the blurryness a bit annoying.Especially on that viking helmet concept.
The Garand is looking very nice, keep it up. |
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| The Following User Says Thank You to Iconoshaw For This Useful Post: |
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#4 (permalink) |
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New Member
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Modeled and textured another hand painted sword, I really love handpainting textures and modeling low poly objects. This one is also made from the 3dmotive tutorialīs concept art. The sword is not made in the tutorial but the concept for the sword was attached to the tutorial.
Cant say that I am really finished, it still has some work left. Its 334 tris. ![]() 512x512map Ive also spent some time on the garand, uvmapping it, fixing the normals and just started texturing, but I am still going back and forth changing things. Will spend this weekend on texturing the weapon, going back and forth and hopefully learning a thing or two =) ![]() Last edited by konraden; 28-10-2011 at 04:45 PM. |
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#5 (permalink) |
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Frequenter
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some cool stuff you got im doing a project right now with handpainting its a lot more challenging than I originally thought it would be. The 3d motive sword you'v made is great as is the tutorial. Keep it up
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| The Following 2 Users Say Thank You to cruckz For This Useful Post: |
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#6 (permalink) |
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New Member
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Done a first version of the m1 garand texture. Started off by blending some images and painting in scratches on the metal and darkening parts of the tree.
![]() ![]() Things to fix to next texture version is: The metal. It should look like there is a black sprayed color on top of the metal, and the dark sprayed color has been rubbed of showing the bright metal under it. The tree part will have the metal parts combined into the same part of a mesh to save polys and texture space and also to get a good normal bake. It will look better then having they separated. Model out more details in the lock part. |
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#7 (permalink) |
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New Member
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Been doing alot more job.
Redone huge parts of the high poly version and the low poly version. Low poly version is now less parts and makes better use of the normalmap. Learned some good tricks in xnormal today about copying the red channel from the convexitymask. Still struggeling with the lock part but I feel good about the big tree parts normalmap, obviously it will need alot more texturework but its a good start to texture from. ![]() ![]() Might take a break from this one tomorrow and focus on some more handpainted, Im thinking of modeling a wow hammer. |
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| The Following User Says Thank You to konraden For This Useful Post: |
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#9 (permalink) |
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New Member
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Been working more on the Garand. Remodelled some of the high poly and low poly stuff and rendered out maps.
Took the model for a quick swing in Mudbox and painted in some details so I can further detail it in PS. ![]() ![]() ![]() ![]() Next step is to further detail the texture, make a proper specularmap, polish normalmap and add some elements to the normal. |
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