View Full Version : [GALLERY] Newbkilla's past to present work
Newbkilla
March 16th, 2009, 07:50 PM
Ah here we are, first terrain ever attempted:)
http://img341.imageshack.us/img341/7947/mapjc2.jpg
2nd attempt with smoothing
http://img140.imageshack.us/img140/7929/fixqo5.jpg
Got photoshop, and made my own blood texture and got it Halo.
http://img519.imageshack.us/img519/9343/bloodth9.png
Started working on a Call of Duty 2 map remake. It's called Carentan France.
http://img440.imageshack.us/img440/6271/carentan1on1.jpg
My 3rd AR remake.
http://img404.imageshack.us/img404/9797/76131865kr7.jpg
Shuttle Pod found in Joshflighter's Sig.
http://img244.imageshack.us/img244/6676/shuttlezf1.jpg
Forerunner structure based off of one found in "The Art of Halo 3" book.
http://img25.imageshack.us/img25/1923/eratab.jpg
Forerunner structure made when I was sick a couple weeks ago. It's made for an SP map. Having Flood with some Covenant encounters.
http://img13.imageshack.us/img13/7844/sofark.jpg
Tell me if I'm breaking any rules here about image sizes..
TeeKup
March 16th, 2009, 08:28 PM
You're forerunner structures seem too fat. D:
Newbkilla
March 16th, 2009, 08:38 PM
Alright, I'll look into it, but the one from the book only showed a side view. So I kind of had to improvise the rest of the body.
Joshflighter
March 16th, 2009, 08:38 PM
Glad you came around here killa. :)
Good work, but I dont like the second last forerunner thing. :(
Newbkilla
March 16th, 2009, 08:43 PM
What about it?
This is the side view by the way.
http://img53.imageshack.us/img53/8125/scan0004mk8.jpg
Joshflighter
March 16th, 2009, 08:45 PM
I dont think it was meant to be so wide. :o
rossmum
March 16th, 2009, 08:48 PM
Snaf's going to rage at you. Hell, I will too...
Forerunner structures taper towards the edge. They're not boxes, they're not just chamfered at the edges, they're tapered. If you open up any of the Halo beamtowers, or any other major Halo structure with a finlike piece, it gets narrower as it comes towards the edge and then it chamfers.
e/ You can even see the taper on that concept, so uh
Newbkilla
March 16th, 2009, 08:51 PM
That's not rage at all.. I appreciate you for speaking up and critiquing what was wrong with the forerunner.
jngrow
March 16th, 2009, 08:53 PM
Snaf's going to rage at you. Hell, I will too...
Forerunner structures taper towards the edge. They're not boxes, they're not just chamfered at the edges, they're tapered. If you open up any of the Halo beamtowers, or any other major Halo structure with a finlike piece, it gets narrower as it comes towards the edge and then it chamfers.
Actually this helps me a lot.. every once and a while i'd pump out some forerunner thing and i couldn't figure out what was wrong with it.
rossmum
March 16th, 2009, 08:56 PM
You can thank Snaf, I had the same problem. I could never tell just what it was that differentiated between 'Forerunner' and 'trippy triangular thing', but he pointed it out to me during a Schism discussion.
SnaFuBAR
March 16th, 2009, 09:32 PM
hrrrg.... oh ok ross said it already.
saved your ass! Hope to see it improve.
Newbkilla
March 16th, 2009, 09:33 PM
I'm lost for suggestions. Any help?
Joshflighter: hmm
Joshflighter: go see what modacity says
Joshflighter: lmao
Joshflighter: I dont really know
Joshflighter: :(
http://img25.imageshack.us/img25/1461/wutnao.jpg
SnaFuBAR
March 16th, 2009, 09:35 PM
if i find the time i'll go ahead and post a demo for you.
Newbkilla
March 16th, 2009, 09:39 PM
Thank you. The only tutorial I've ever watched was the Beretta 9000. Besides from that, I've just looked at forerunner and tried to make variations of it.
Corndogman
March 17th, 2009, 06:23 PM
That would be great Snaf, I've always had trouble with the whole tapering thing, like figuring out the angles and such. I'll look into it though.
Newkilla, thanks for posting that picture. I've actually been trying to model that structure for a while now, but I didnt have a good ref. The image is a super blurry pic that someone sent to me, so this helps. Add me on xfire please: corndogman939.
Newbkilla
March 17th, 2009, 08:17 PM
:) Just let me know if you need any more.
Sel
March 21st, 2009, 12:10 AM
Looks good, you have the right idea for forerunner stuff, just try to keep it making structual sense and it should be fine.
Mass
March 21st, 2009, 01:21 AM
I'm lost for suggestions. Any help?
Joshflighter: hmm
Joshflighter: go see what modacity says
Joshflighter: lmao
Joshflighter: I dont really know
Joshflighter: :(
http://img25.imageshack.us/img25/1461/wutnao.jpg
The extrusions/gradations on the the side are gratuitous and ugly, you should use panels, lights, or any form of actual item that could theoretically serve a purpose to add detail to your wall. Please use more curves too, circles and some ninety-degree bends can really break up some of your angular monotony. That piece on the top simply does not look right, you're going to have to axe that. It's phenomenally trite for forerunner buildings to be capped with that shape. The wall is very similar to something I once did but it needs more detail or bolder shapes, perhaps some sort of device every three panels or something. The cut out shape that you have in your indentation looks funky, too.
Here is what I feel looks wrong right now:
http://i118.photobucket.com/albums/o97/nate-the-great_photos/crits.jpg
Here are some ideas for improvements:
http://i118.photobucket.com/albums/o97/nate-the-great_photos/ideas.jpg
It's not about having detail, it's about using detail.
Advancebo
March 21st, 2009, 01:51 AM
Nice drawings :O
Definitely will look better.
NuggetWarmer
March 21st, 2009, 03:05 AM
Reminds me of Avalanche, especially with Mass's additions.
Joshflighter
March 21st, 2009, 10:48 AM
Reminds me of Avalanche, especially with Mass's additions.
Yea, uh... Was about to say this...
:p
Now, its time to see the new model newbkilla. :)
Newbkilla
March 21st, 2009, 10:51 AM
Reminds me of Avalanche, especially with Mass's additions.
Yeah, I see what you mean there. And also, thanks Mass :) That looks real awesome now, I'm gonna fix it up and see. Thanks again Mass.
Rob Oplawar
March 21st, 2009, 06:01 PM
It calls to mind your early forerunner work, Mass. I can see why you have taken such an interest, as have I.
Here's hoping Mass and the other good Forerunner modelers on this forum coach you along, Newbkilla, as I don't have the time. I'll be following your work. ;D
Newbkilla
March 21st, 2009, 06:07 PM
His work was my inspiration :) First page of the quick crit thread.
Newbkilla
March 21st, 2009, 10:34 PM
Double Post:
I did what you showed. But I still hate the top "errection" It doesn't look good at all.
http://img13.imageshack.us/img13/5862/huhr.jpg
Joshflighter
March 21st, 2009, 10:49 PM
Looking better, but I bet there is much more crit for that. :)
MetKiller Joe
March 21st, 2009, 11:41 PM
Double Post:
I did what you showed. But I still hate the top "errection" It doesn't look good at all.
http://img13.imageshack.us/img13/5862/huhr.jpg
http://i118.photobucket.com/albums/o97/nate-the-great_photos/ideas.jpg
Not quite everything. It looks like Mass was going for that Guardian look with the overhang. The main overhang block looks too thick and you didn't use most of the design there. The side actually looks pretty good, but there are a couple details missing there as well.
I'd do a side comparison if I were you of the model and then the ref.
NuggetWarmer
March 21st, 2009, 11:45 PM
What's the green circle above the lower door?
Mass
March 22nd, 2009, 12:34 AM
sorry, I was drawing in paint, I meant for the top something more like this:
http://www.bungie.net/images/games/halopc/Gallery/Concept/sketch_009.jpg
The thing in the front
I do think it looks better now, particularly the wall.
Newbkilla
March 22nd, 2009, 03:44 PM
http://i118.photobucket.com/albums/o97/nate-the-great_photos/ideas.jpg
Not quite everything. It looks like Mass was going for that Guardian look with the overhang. The main overhang block looks too thick and you didn't use most of the design there. The side actually looks pretty good, but there are a couple details missing there as well.
I'd do a side comparison if I were you of the model and then the ref.
I did do that, but it didn't really help.. It looked like this.
http://img18.imageshack.us/img18/6589/sideyiv.jpg
Mass, the image you gave, looked cool at the perspective view, as being a 2d image. But in my model, it looks disgusting.
Mass
March 22nd, 2009, 04:03 PM
What does the model look like without the top?
You could try something saucer-like if you really need to "cap" it.
Newbkilla
March 22nd, 2009, 04:26 PM
Alright, I fixed it up a little, and it looks much better than last time, though I do believe there is some room to improve. Though it still doesn't quite look like your concept.
And also, what did you mean by "What does your model look like without it?"
http://img18.imageshack.us/img18/2195/betters.jpg
Joshflighter
March 22nd, 2009, 05:47 PM
I actually am liking it. :)
NuggetWarmer
March 22nd, 2009, 07:21 PM
How would one fly the banshee off if there's a big pole in front of it? Also, I don't like the circles on the side walls. Make some sort of lighting there instead.
Advancebo
March 22nd, 2009, 07:56 PM
I think its just a beam of energy
Newbkilla
March 22nd, 2009, 08:47 PM
Yea, it's not going to have a collision model, it's not going to be solid.
EDIT: Also, tried to spice up the erection a little.
http://img16.imageshack.us/img16/8962/wouldthish.jpg
killer9856
March 22nd, 2009, 11:23 PM
looking better. I have to say though, you should put something else in those circles spots. I can' think of it right now, but those aren't going to cut it.
Mass
March 23rd, 2009, 01:06 AM
Also, tried to spice up the erection a little.
Kill it, I'm not convinced it even needs it.
By the way, I meant those circles as those circle-lights from the halo 1 forerunner lights.
Newbkilla
March 23rd, 2009, 04:37 PM
Alright, I'll remove the circles, and remove the erection, but I think the top will be a little plain.. I'm going to have to put some more detail up there, now that the erection is gone.
Advancebo
March 23rd, 2009, 10:16 PM
Add an inset in the areas with the circles.
Newbkilla
March 25th, 2009, 07:09 PM
Kill it, I'm not convinced it even needs it.
By the way, I meant those circles as those circle-lights from the halo 1 forerunner lights.
Right, well I removed it just to render and show you, but it looks a bit homo to me..
http://img403.imageshack.us/img403/7650/homo.jpg
ThePlague
March 25th, 2009, 07:34 PM
I like how it looks, that erection was a nuisance to look at, and how it is now leaves room for a banshee to actually fly up there without interference. Now it's looking a lot more like Epitaph than anything else, which is cool.
Newbkilla
March 25th, 2009, 07:49 PM
Excuse my lovely paint skills, but here's a concept I drew out on paper, but I drew in ps.
http://img183.imageshack.us/img183/7191/excusemypaintskills.jpg
I'm thinking off having that as the entrance to the structure, the place behind the place where I deleted the erection. If you don't understand, that's fine, I'll edit my render to show you.
E/ Hope this might help, but it's gonna be the entrance by the landing pad.
http://img183.imageshack.us/img183/5523/excusemypaintskillsrend.jpg
Advancebo
March 26th, 2009, 08:22 AM
Looks like the door from Halo in Halo 3.
Corndogman
March 26th, 2009, 02:46 PM
Looks much better now without the erection, it looks more like an impenetrable fortress than some wimpy little base now. I would suggest getting rid of those extrude>inset>intrude rectangles on the very sides of the walls, they seem like you just threw them in there so the area wouldn't be empty, not like real details.
The door seems like it would fit better in an interior hallways, but its hard to tell what it will look like from a paint drawing. I guess we'll see how it looks when you model it.
killer9856
March 26th, 2009, 03:44 PM
I like how its looking now.
Newbkilla
March 27th, 2009, 07:24 PM
http://img232.imageshack.us/img232/1263/smalln.jpg
I changed the erection to a doorway.
ThePlague
March 27th, 2009, 07:26 PM
It's looking better, but the doorway could be smaller.
Joshflighter
March 27th, 2009, 07:54 PM
Good job, I am liking it more and more. :)
Newbkilla
March 27th, 2009, 11:05 PM
Going to bed now,
I fixed up proportions of the door compared to vehicles and bipeds. I also started working on the inside of the hallway on top.
http://img21.imageshack.us/img21/3763/bettern.jpg
Corndogman
March 28th, 2009, 01:06 AM
Doorway looks much better. There's something about the part above it that I don't like, though I can quite put my finger on it. It just doesn't really "Flow" with the rest I guess.
Gwunty
March 28th, 2009, 02:10 AM
Right, well I removed it just to render and show you, but it looks a bit homo to me..
http://img403.imageshack.us/img403/7650/homo.jpg
This was much better.
ThePlague
March 28th, 2009, 02:57 AM
This was much better.
Not really, the doorway is better because it creates more of a barrier from getting attacked/sniped.
Newbkilla
March 28th, 2009, 11:57 AM
Started a new room for the building. This area will be the "control room". You go here to unlock some plasma shields (holding flood).
http://img25.imageshack.us/img25/9300/moreb.jpg
MetKiller Joe
March 28th, 2009, 12:50 PM
Can you put a spartan in there for scale? Because I don't know if that platform can fit a spartan.
Also, the overhang could use something to jazz it up. Right now, it looks a mite too repetitive with the same kind of fin design going on the platform and the overhang.
Newbkilla
March 28th, 2009, 12:52 PM
I could, but the chief is to scale with them, in Halo 3, Chief is about 1/2 the size of those things on the ground. As they are in the scene, but I will spice up those things on the top.
Newbkilla
March 29th, 2009, 01:34 PM
http://img19.imageshack.us/img19/484/56347124.png
http://img27.imageshack.us/img27/7408/46109929.png
http://img24.imageshack.us/img24/1967/11963827.png
http://img23.imageshack.us/img23/6321/46002162.png
Got this baby in game. Now I gotta fix the non planars, as well as texture it, and maybe add more to it.:dance:
Newbkilla
May 2nd, 2009, 12:26 PM
Triple bump :O It's been a month, and I've done quite a few things.
http://img524.imageshack.us/img524/7320/boxbetter.jpg
http://img524.imageshack.us/img524/9835/badquality.jpg
http://img512.imageshack.us/img512/8336/wip.jpg
http://img512.imageshack.us/img512/9316/wip2v.jpg
http://screenshot.xfire.com/screenshot/large/2f692e7d58ab22b5c7109af959add5e2ce52144d.jpg
http://screenshot.xfire.com/screenshot/large/da006c7c4a6a16a1cf7006671f40fde8887ba1f8.jpg
http://screenshot.xfire.com/screenshot/large/740f9d40639265402b900cdc7eaf40f792882529.jpg
http://screenshot.xfire.com/screenshot/large/d59d9b22f066dcc6c825db7b7e48faa71dfc7a5a.jpg
http://screenshot.xfire.com/screenshot/large/c0f8f7863bec51869c12f89ae93d1d6fbdfe119d.jpg
http://screenshot.xfire.com/screenshot/large/816b5d23103e8811f3179f340f13ad828e921fce.jpg
http://screenshot.xfire.com/screenshot/large/e1acdc81b6e50370feaa21a11ff4bc1a015ba050.jpg
http://screenshot.xfire.com/screenshot/large/0d92d89237c8a2e56f73f99ae90c580d1fb42d35.jpg
http://screenshot.xfire.com/screenshot/large/6bff38f1aecc3699f89cc15404524933ddce258b.jpg
http://screenshot.xfire.com/screenshot/large/347a442b2b2f93c31242101014b01bc71f598ce8.jpg
http://screenshot.xfire.com/screenshot/large/46f5b46fab55a67abeb68802d695e1d3b538e0c8.jpg
I have yet to improve my texturing abilities :V
If anyone could help me out there. Also, on the terrain, I do see the smoothing error.
Reaper Man
May 2nd, 2009, 01:53 PM
The map looks great, but the textures and I guess the lighting make it look very bland. Plus, there's no scenery - as I'm sure you're already aware.
Newbkilla
May 2nd, 2009, 08:00 PM
The map looks great, but the textures and I guess the lighting make it look very bland. Plus, there's no scenery - as I'm sure you're already aware.
Which map? There are two separate maps. The one is the forerunner sp map, and the other is a sci-fi. The sci-fi map is the only one with 1 scenery object at the moment. I'm going to do better lighting. I must consult Dee for help though. The metal ground texture is mine on the sci-fi map there, and the ground as well as the cliff texture on the forerunner map are halo 2's.
Newbkilla
May 7th, 2009, 08:46 PM
Started this yesterday. It's about 4k triangles so far, I am going for hi-poly. I am working from a one sided ref, note there are really no other references. But since I've played the first Killzone, I sort of have the feel of the guns.
http://img22.imageshack.us/img22/9040/killzonew.jpg
Advancebo
May 7th, 2009, 08:52 PM
What does the actual gun look like?
Newbkilla
May 7th, 2009, 09:11 PM
http://image.com.com/gamespot/images/2007/236/928377_20070825_screen018.jpg
Joshflighter
May 8th, 2009, 06:42 PM
I wished I still played your maps with you... Its looking awesome. I dunno bout the weapon, I think you should finish more and then post. Imo of course. :)
Newbkilla
May 8th, 2009, 08:40 PM
You better be active during the summer buddy :) Testing was always fun with you, not to mention I always raped you :D
Newbkilla
May 10th, 2009, 09:12 PM
Please tell me if I'm doing this right..
http://img16.imageshack.us/img16/4143/barrelsl.jpg
Model is 50 polygons.
Disaster
May 10th, 2009, 09:16 PM
no :S
Newbkilla
May 10th, 2009, 09:17 PM
Show me the secrets :O
Disaster
May 10th, 2009, 09:20 PM
The worn off paint at the top doesn't look realistic and the whole texture is really blurry and lacking interesting details.
http://i266.photobucket.com/albums/ii256/echo216/barrel_render.png
Theres a barrel I textured about 4 months ago. I'm not really happy with it. But you can see what you need to improve on.
Seems like you just painted away at your texture on one layer and didn't try to give it any depth at all
Newbkilla
May 10th, 2009, 09:24 PM
Actually have 4 layers, but still. I forgot my radiation sticker :O
But still, I may have the process all right, or all wrong. I don't know. I did this in about 30 minutes or so. But The texture size is 768 by 768. Yours looks big, because I can see the detail, and it doesn't look distorted. I may be wrong. I would like to actually see someone texture a simple object, as the one video you showed me lagged, secondly, it was hard to follow, and he worked so fast.
Disaster
May 10th, 2009, 09:27 PM
Actually have 4 layers, but still. I forgot my radiation sticker :O
But still, I may have the process all right, or all wrong. I don't know. I did this in about 30 minutes or so. But The texture size is 768 by 768. Yours looks big, because I can see the detail, and it doesn't look distorted. I may be wrong. I would like to actually see someone texture a simple object, as the one video you showed me lagged, secondly, it was hard to follow, and he worked so fast.
Its a 1024x1024 and has a tileable detail normal thats 512x512
4 layers is not enough. I think on my average texture, i have like 50 :|
You can't use 768x768
It's not a power of 2
Newbkilla
May 10th, 2009, 09:29 PM
Actually, it works buddy. I have made textures that size many times.
But yea, having help on this would feel great. Especially when I know I'm actually doing it right.
Disaster
May 10th, 2009, 09:35 PM
Well you can paint on it, you just can't use it in a game engine as most game engines support textures that are only powers of 2.
Newbkilla
May 15th, 2009, 07:22 PM
http://img246.imageshack.us/img246/7569/knifeonwood.jpg
http://img246.imageshack.us/img246/9725/germangrenade.jpg
SnaFuBAR
May 16th, 2009, 04:55 AM
way too low res, and there's no reason to use that shitty wood backdrop for the props. The knife looks like plastic.
Newbkilla
May 16th, 2009, 01:41 PM
Low res wood? Or the skin?
SnaFuBAR
May 18th, 2009, 02:28 PM
Your skins are low res and poorly defined.
Newbkilla
May 18th, 2009, 05:12 PM
I don't see how. The grenade was already pointed out. But not the knife.
http://www.game-artist.net/forums/work-progress/9808-modern-knife-wwii-german-grenade.html
Jean-Luc
May 18th, 2009, 05:18 PM
Well you can paint on it, you just can't use it in a game engine as most game engines support textures that are only powers of 2.
Which is why Bungie used 768x768 in Halo 3 right? :eng101:
SnaFuBAR
May 18th, 2009, 05:39 PM
Alright then let me put it this way, you're making your textures too soft.A t 1024x1024 it should be a fuckton sharper than that. Your material representation is really lacking, and the damage on the handle is extremely overdone, and not even the right kind of damage. You've done metal damage on what looks like is a rubber handle, i can barely see your wireframe because you chose light gray instead of something we can see, your models are inaccurate. On the handle itself you've got WAY too much highlight (detail is washed out), no shadows and not nearly enough of the actual construction material showing.
Disaster
May 18th, 2009, 06:06 PM
Which is why Bungie used 768x768 in Halo 3 right? :eng101:
key word there was most
:eng101:
rossmum
May 19th, 2009, 10:52 PM
They look stony and the StHg is entirely the wrong shape. Use better refs.
Newbkilla
May 29th, 2009, 07:58 PM
Close to being finished, but the back sight is messed up. I have no idea how to do it D:
http://img132.imageshack.us/img132/2237/shotty.jpg
http://img132.imageshack.us/img132/2557/benellishotty2.jpg
Malloy
May 29th, 2009, 08:08 PM
um looks fine apart from the butt of the gun seems too suddenly cut off. I do not know how to give a better description in my current state lol.
Newbkilla
May 29th, 2009, 08:11 PM
Oh almost forgot, it's a M3 Benelli Shotgun. Here's the side view.
http://www.beausrpworld.com/m3ConvertibleSynthetic12Ga.jpg
Malloy
May 29th, 2009, 08:20 PM
yeh you've done the textbook plane modelling technique thing where you just profile shift and drag edge in poly edit right? yeh well guaranteed a real life Benelli hasnt got a cut off butt like yours bro. Make it better :thumbsup:
Newbkilla
May 29th, 2009, 08:30 PM
Yea, I suppose I could include that intrude at the tip and I could chamfer the edges of the butt. But thanks for the support :)
Napalm
May 29th, 2009, 08:38 PM
hawt model.
Advancebo
May 29th, 2009, 09:04 PM
Maybe round off the butt of it.
SnaFuBAR
May 30th, 2009, 04:50 AM
Stock and grip are wrong, bottom of receiver is wrong, pump is wrong, missing action bars. Keep at it and correct these things.
Newbkilla
June 1st, 2009, 09:52 PM
Not trying to be demanding or anything, but could you be more specific?
SnaFuBAR
June 2nd, 2009, 04:36 AM
Your pump is one shape the whole way through. The real thing has many distinct regions.
Your stock is flat. The real thing is oval.
Your trigger grip is flat. It needs to extrude from oval at the bottom and then flatten out towards the bottom of the receiver BUT NOT BE TOTALLY FLAT.
The bottom of the receiver is rounded. Not flat. Fix it.
Newbkilla
June 2nd, 2009, 08:23 AM
Thank you.
PenGuin1362
June 2nd, 2009, 09:16 AM
When it comes to the stock, remember, quads are your friend. Also if this is going into any sort of game you don't need the stock plate. or hardly any details on the stock for that matter. It won't ever be seen.
Newbkilla
June 6th, 2009, 11:34 AM
Render
http://img176.imageshack.us/img176/4959/renderbarrel.jpg
Viewport
http://img329.imageshack.us/img329/1593/viewport2.jpg
With normal map
http://img188.imageshack.us/img188/4180/barrelswithbump.jpg
Joshflighter
June 6th, 2009, 11:35 AM
Much better then you have before. :)
Newbkilla
June 6th, 2009, 11:49 AM
Idk what happened to the bevels on the sides of the barrel. The uwv's are messed up. I tried to fix it once, and it looked better, but it's still crappy. And also, this looks like a trashcan barrel at a park I went to yesterday, lol.
Limited
June 6th, 2009, 08:20 PM
To be honest the texture you picked doesnt really help. Its very stretched.
Also look into specular textures, they help give metal that extra pop. Also put in some lights, perhaps bake on an AO, that helps add to the realism.
Newbkilla
June 6th, 2009, 08:54 PM
I tried to fix it up again.. This was taken a while ago. But anyway,
http://img14.imageshack.us/img14/6463/barrelupdate.jpg
I added some rust of the bottom of the barrel and top. I do have a specular map in there already. It doesn't really help considering I'm using a special shader that already gives it the "shine".
Llama Juice
June 6th, 2009, 09:27 PM
a barrel that beat up shouldn't "shine" it should have highlights in certain areas, but shouldn't have much specular to it at all.
Also, the bottom of your barrel looks more like concrete than metal. The texture overall doesn't look like it really fits the barrel because of the scratches and such that go through your rings on it. It looks like you had a barrel sitting in a park, some kids scratched the shit out of it, (but didn't dent it at all) then someone clamped those rings around it afterward.
The normal's blue channel also looks inverted or something... look at the white spots on the barrel that's laying down. it looks like they're extruding, rather than intruding. (is that a word?)
Newbkilla
June 6th, 2009, 09:29 PM
That is a word :) But anyway, who knows, maybe the local nerd gang scratches the hell out of these.. Also, the intrude on the bottom is because of the bump, gotta somehow change that..
Llama Juice
June 6th, 2009, 09:34 PM
I wasn't talking about the bottom part there, I was talking about the side of it.
It might just be because you have a normal map on it's side there... and so it's messing with how shadows are cast... but.. yea. If you look at the side of the barrel that's facing to the right of the camera, and look at all your scratches and such, they look like they're extruding out, rather than intruding in.
Newbkilla
June 18th, 2009, 03:43 PM
http://img30.imageshack.us/img30/6831/wallpipedisplacer.jpg
http://img197.imageshack.us/img197/4863/renderagain.jpg
Just going for just a fancy render, this is not going in any game.
Higuy
June 18th, 2009, 06:36 PM
The ramp things look to thick/weird on the sides, I know you can do better, otherwsie, its looking alright right now, I would add some little bolts on some things though if your going for a fancy type render
Newbkilla
June 27th, 2009, 10:55 PM
http://img154.imageshack.us/img154/7417/metalcratescifi.jpg
I really liked this render setup..
Anyway, this is another Sci-Fi crate that I made today.
Joshflighter
June 27th, 2009, 11:02 PM
The top is really simple compared to the rest. The side things should be chamfered or something because it looks odd, almost like one of those music boxes.
Also, sub-divide. I just learned it today, and I love it! (Ty disaster+rooster :3)
PopeAK49
June 27th, 2009, 11:35 PM
Some of your stuff is really weird but also kind of cool.
Newbkilla
June 28th, 2009, 09:23 AM
Some of your stuff is really weird but also kind of cool.
May I ask what is weird? lol. And thanks.
The top is really simple compared to the rest. The side things should be chamfered or something because it looks odd, almost like one of those music boxes.
Also, sub-divide. I just learned it today, and I love it! (Ty disaster+rooster :3)
Okay, let me in the cool group :) Teach me rofl, and also, what does it do?
Also, Josh, top looks plain, but it also isn't sort of. And what chamfered things do I need on the sides? Just the edge of the box?
E/ Here's a top view.
http://img41.imageshack.us/img41/5456/toppqt.jpg
killer9856
June 28th, 2009, 01:53 PM
getting better :)
PopeAK49
June 28th, 2009, 03:30 PM
What's weird is that your models have some random things on them that you usually don't see, like the ramps and the round things on the hallway render.
Newbkilla
June 28th, 2009, 04:02 PM
Here's an update.
http://img520.imageshack.us/img520/1683/afhadgf.jpg
http://img87.imageshack.us/img87/3187/zgfhsfgh.jpg
Joshflighter
June 28th, 2009, 04:18 PM
I am liking it more and more. Funny design though. :p
Newbkilla
June 28th, 2009, 04:26 PM
D: How is it funny and all?
PopeAK49
June 28th, 2009, 06:03 PM
Because it looks like a futuristic tool box lol. In a good way.
Newbkilla
June 28th, 2009, 08:29 PM
Lol, okay. It's not supposed to be a tool box. It has doors on it, so it's a storage container. How would I make it look like a container that can be pick up by some moving device (Crane etc)?
Chainsy
June 28th, 2009, 09:20 PM
Remove the tubes.
Newbkilla
June 28th, 2009, 09:24 PM
Could I see your thought process on that? Why would I remove them? That is the sort of flare that sets of a model. I personally like that as it is.
Newbkilla
June 28th, 2009, 10:02 PM
Alright, an individual said this looked more like a container than a tool box now :)
http://img198.imageshack.us/img198/7810/scaleandedit.jpg
<3 Josh
Chainsy
June 28th, 2009, 10:12 PM
It's hard to explain, but I promise you if you remove the tubes, everyone will think it looks like a container.
SnaFuBAR
June 28th, 2009, 11:13 PM
Shipping/storage containers wouldn't have tubes coming out of them. There's no reason for them. They're just on your model taking up space and tris, and they're totally illogical. They don't add flair, they just make the viewer go "uh wtf".
Containers are supposed to stack with each other, and have some viable way for the crane to lift them. Take a look at this http://paulkruger.us/forsale/images/shipping-container.jpg
you see the holes in the top corners? that's where the crane grabs them.
Chainsy
June 28th, 2009, 11:57 PM
Also if it is so futuristic, why would there still be forklifts? :raise:
Llama Juice
June 29th, 2009, 07:57 AM
Also if it is so futuristic, why would there still be forklifts? :raise:
Don't think of it as a modern day forklift, but still a futuristic representation of them.
Newbkilla
June 29th, 2009, 10:01 AM
Shipping/storage containers wouldn't have tubes coming out of them. There's no reason for them. They're just on your model taking up space and tris, and they're totally illogical. They don't add flair, they just make the viewer go "uh wtf".
Containers are supposed to stack with each other, and have some viable way for the crane to lift them. Take a look at this http://paulkruger.us/forsale/images/shipping-container.jpg
you see the holes in the top corners? that's where the crane grabs them.
Too be all positive here, when I removed them and I render, it looked horrible, like really plain. It was originally part of my concept I drew, and that was based off of a similar container for ut3. vv
http://i93.photobucket.com/albums/l74/spawn85027/crate01.jpg
Chainsy
June 29th, 2009, 11:13 AM
The thing is, your tubs were big and bulky and on the corners, crates are meant to be space efficient, like those. I am sure they gave those tubes a design and thought, and didn't just slap them on the corners like you did, post a render without the tubes.
Newbkilla
June 29th, 2009, 11:38 AM
http://img141.imageshack.us/img141/4519/nowires.jpg
Chainsy
June 29th, 2009, 11:44 AM
Now then, add some stuff on the corners, make them more interesting. Edit, also the latches on the side closest to master chief, make those about the size of his hand, maybe a bit bigger, the reason it's coming off as a super sized tool box is because things normal sized are actually way too big on the model.
Newbkilla
July 10th, 2009, 04:55 PM
http://img38.imageshack.us/img38/6092/rendert.jpg
Had this since last Sunday, but haven't been on the pc since.
Malloy
July 10th, 2009, 06:34 PM
Looks pretty cool. Why dont you finish one of these hallway segments, bake that shit onto a lower poly and then get it in UT3 for coolsies.
Newbkilla
July 10th, 2009, 11:11 PM
http://img168.imageshack.us/img168/5295/updates.jpg
A little update. The render definitely takes too long , lol.
klange
July 10th, 2009, 11:22 PM
Couldn't you just repeat the main segment, stick a cylinder down it and use Reactor to give it a limp look?
neuro
July 14th, 2009, 09:53 AM
where do those wires go to?
why would you have a tube come out of the wall liek that, go trough a supportcollumn, and go back into the wall?
try to make things plausible, and not just be there for the sake of having SOMETHING there, and you'll have you things looking five times better on a subconscious level.
try making some lights in the floor, and have some wires go into that, at least you'll show people that they're there for a reason.
for the weird corner-tube-thingies, try having a pipe just hanging from the wall, and having a T-junction where it goes into the wall at some point, or into the roof/floor.
or add in a little S-curve to make it go lower in the middle of the hallway, and hang some kind of thing (display screen for something?) there for example.
(in short: right now it's just some THINGIES repeating, try making the thingies more into objects, and throw off the 1-tiling-thing-only feeling you've got going on.)
Newbkilla
November 20th, 2009, 10:05 PM
Okay, here we go, bumping a couple month old thread, posting new and some old stuff, though you might have seen some in the wip thread.
http://img25.imageshack.us/img25/5887/wallpanel.jpg
http://img175.imageshack.us/img175/6784/metallicaw.jpg
http://img30.imageshack.us/img30/1200/tiledfloor.jpg
http://img204.imageshack.us/img204/8217/floore.jpg
http://img263.imageshack.us/img263/4205/beargryllsknife2.jpg
I've finally gotten to spend a decent amount of time in max today, for I haven't been on it for about 3 months :(
killer9856
November 21st, 2009, 12:10 AM
I like the first image. For the tiles, I'd say get rid of that little wire. It tells me where it repeats.
Higuy
November 21st, 2009, 09:35 AM
I like the first image. For the tiles, I'd say get rid of that little wire. It tells me where it repeats.
That, or he could keep it, make the texture size bigger and do 4 plates instead of 1 and have a variation of the wire.
Newbkilla
November 21st, 2009, 02:29 PM
Yea, the wires weren't meant for tiling on this, I just rendered a cluster of those panels together. I change the variation for only 2.
The first image was what I did yesterday, it was going to be wall panel, mostly based off of Quake 4. I could post an image of it if you wanted to see it.
Newbkilla
May 27th, 2010, 11:56 PM
frick nuggets, i haven't posted in here for a while.
http://img295.imageshack.us/img295/8170/wipagain.jpg
^^ Yes, I am revamping/ re modeling it.
http://fc01.deviantart.net/fs70/i/2010/120/c/c/Sniper_Rifle_Gun_Concept_by_Newbkilla.jpg
http://fc05.deviantart.net/fs70/i/2010/120/f/f/M16_3d_Model_by_Newbkilla.jpg
^^ I know it isn't finished, I kind of got lazy xD
http://fc08.deviantart.net/fs71/i/2009/344/e/f/Desktop_wallpaper_3_by_Newbkilla.jpg
^^ Desktop background
Maniac
May 28th, 2010, 07:45 PM
I like a bunch of stuff there.
The only thing that i dont like and never have, in anyones work, is the fact that there are any exposed wires at all.
We dont build that way now, so i dont see why we would start building with exposed/hazardous wiring in the future.
Limited
May 29th, 2010, 09:51 AM
Great work, love the corridor, its fairly similar to the stuff you posted last year. I'm not too fussed about guns, I'm not a massive fan of gun models because they are all very similar, other art assets interest me alot more.
neuro
May 29th, 2010, 01:19 PM
it's allrihgt, it's all really mediocre, but at least you're definately getting somewhere, and you're definately improving.
keep it up.
Newbkilla
May 29th, 2010, 04:00 PM
Thanks Limited :) Also Neuro, mind if you give me some suggestions? I kind of took some of the ones you gave me last year when I was remodeling this, but I'd really like to improve some more. Latest render- http://i982.photobucket.com/albums/ae305/newbkilla/wipagain-1.jpg?t=1275163163
Malloy
May 29th, 2010, 04:07 PM
Cables look kind of garbage.. that scene would look better without them imo. You also got pipes going into a wall with an indentation pattern on it which looks bad for continuity. Maybe replace the cables all together with 'power channels' similar to forerunner glowing lights behind frosted glass but more of a human/sci-fi style. Other than that looks pretty dope, bake and use as a prefab in UDK or something.
Newbkilla
May 29th, 2010, 04:21 PM
Thanks Malloy, would you mind finding me a picture of the "power channels" you were talking about? I'll look into replacing some of the wiring. Also, I think I know what you are talking about for the continuity. Is that on the wall by the tubes? Like how they kind of intersect with the tube? If that is what you meant, I understand what you're talking about.
neuro
June 8th, 2010, 09:37 AM
first of all, you seem to have the hang of it, but you don't do muhc with it, you don't get the idea of proper details.
go look at a gun for example, then try to model in EVERY SINGLE LAST PIECE, EVERY LAST DETAIL.
that's what you need for now, proper reference.
i suggest you go find an image of a cool gun you like, (a real one) and build it part by part.
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