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XilA
11-02-2006, 08:34 PM
Ok so i want to tell my story because i feel like ive learned a lot about this model i did high res 3 years ago.http://i45.photobucket.com/albums/f89/Xila17/ship-1.jpg

The goal was to make it low poly for a gaming company to see if i could get a job. They gave me 3 days and 4000 polys to work with..
so i remodeled it...
http://i45.photobucket.com/albums/f89/Xila17/ship_9.jpg

I did this, not that good of topology and i didn't know about Smoothing Groups because i was use to high res modeling...i took too long on the model and didnt put enough time in the texture and i had no idea what i was doing so i made this....:eek:.......

http://i45.photobucket.com/albums/f89/Xila17/ship_7.jpg

XilA
11-02-2006, 08:36 PM
Pretty bad, I knew it wasn't my best. The company was disappointed but they said they saw potential so they gave me some more time to work on it.

I was really really really discouraged and angry at myself. But on the way out of the studio i ran into someone i knew from school who showed me a few tricks. (stitching and smoothgroups yay)

Discouraged but motivated i went home and started remodeling. I had time so i took my time while trying to juggle nannying, keeping the house clean (since the GF is the bread winner now have to be the house wife man person thing) :P

I came up with this...yay smooth groups

http://i45.photobucket.com/albums/f89/Xila17/gi3.jpg

Excited i posted it on 3dtotal.coms low poly modeling competition only to have my "bubble" burst because i was over the poly limit??? NO wait i have 4k. I soon learned that even though it says polys in the max poly counter they get converted into a mesh and you have to look at Tri's for your final poly count :(

Learning this days before they were expecting to see my progress was devestating, Terror was a good word to discribe how i felt. So almost paniced i packed up all my stuff and went to a friends house 80 miles away to hole myself up over the weekend and completly remodel and re-uv map everything.....again...

so cutting the poly count in half and retaining MOST of the detail i came up with this....
http://i45.photobucket.com/albums/f89/Xila17/new.jpg


So yay felt good to get it to where it needed to be from the very beginning....

So in about 12 hours over 4 days (babysitting takes all my time away...have to make money somehow) i was able to texture it. I learned a lot from looking at videos and forums. Best help i found was from www.poopinmymouth.com (http://www.poopinmymouth.com) mostly on workflow that really helped me. Using Wire PSD paths is Sooooo nice compared to Texporter omg...
anyway here is my end results...still needs some work..but i needed to wrap this up asap.


http://i45.photobucket.com/albums/f89/Xila17/1_AWire.jpg
http://i45.photobucket.com/albums/f89/Xila17/1_Shot.jpg
http://i45.photobucket.com/albums/f89/Xila17/21_shot.jpg
http://i45.photobucket.com/albums/f89/Xila17/Textshow.jpg
http://i45.photobucket.com/albums/f89/Xila17/4_back.jpg

If you look at my texturing from my first attemp and then look at this i hope you can see how i maybe, hopefully, wishing apon a star, that i can get a job doing game art.

Also if anyone has any ideas or crits please lemme know.
and if you read this far without falling asleep :applause: thanks
hopefully ill have good news soon. if not then i learned a lot to get my to be next step of getting better.

Dan

ArchangelTalon
11-02-2006, 09:12 PM
Looks pretty good. You've definitely come a long way.

I was expecting you to have normal mapped your high poly model onto your low poly one, though. In some ways I prefer it's more streamlined approach to the current one's bulky/cartoony feel. Especially those pipes that come off the back to the engine housing, they seem to vary quite a bit in width as they go further along.

One last crit on the mesh would be that I'm not sure you need that extra loop to define the nosecone bit (where it dips in and back out). I think it'd look just as good if you only used one bevel like the other plating.

Your textures/UVs are looking nice. You could probably get away with doubling up parts (or even all) of the body without too much of an effect on your vehicle.

Dylan Nagel
11-02-2006, 09:18 PM
Wow, amazing progress! You worked hard, learned a lot, I'm impressed. I really like the end result! Keep up the good work.

John-Bellamy
11-02-2006, 10:03 PM
this is fantastic. i reckon ur well in with a chance of gettin this job after they compare ur first attempt to this. good luck

doylle
11-03-2006, 06:12 AM
Amazing work! 3 versions (and probably many desperate hours) later, it almost looks like someone with 3 time's as much skills made the model and texture. A little less dirt, and this one could go right into UT2k4!

Very cool work man!

btw, what did the company say about your new model/texture?

JeffPerryman
11-03-2006, 07:36 AM
Yes please keep us posted on what happens! This is a great piece of hard work and dedication!

bardur
11-03-2006, 08:22 AM
Very nice endresult! i totaly like it alot...

let us know WHEN you get the job ;)

Regards

Oink
11-03-2006, 05:27 PM
wow man, thatīs some crazy progress right there :o


Go get that job! :)

Stinkfoot
11-03-2006, 10:23 PM
Looks great, You can really see the progress :)
I really like the texture.

haha I Kinda learned it from Ben Mathis' (poopinmymouth) tutorials as well (thanks Ben!)

XilA
11-05-2006, 06:01 PM
Thank you all for the kind words and diggen it. I sent the pics off on thursday to the company. Im sure they have to be reviewed and hopefully ill hear something on Monday or Tuesday. If they dont need me Im prolly going to have to uproot and figure out where to go...anyone hiring ?:D jk

psychojohno
11-05-2006, 09:28 PM
It looks good but i thaught that you were goint to do a more futuristic shiny sort of texture with some fancy neon lights thrown in maybe do another version because it would have looked great Sparkling new :)

XilA
11-10-2006, 05:20 PM
Well im still waiting for the company to get back to me. Im sure the Art Director is up to his eyes in work. justed wanted to keep you all posted.

Think i might start a new project who knows.

Gamedev
11-10-2006, 05:48 PM
I you don't mind me asking, which company have you sent this to?

XilA
11-26-2006, 10:37 PM
still waiting on feedback from the company. i think with a new project coming in they have been busy. Hopefully ill have some news soon.

ts-falcon
11-27-2006, 04:09 AM
wow, thats a huge diference in teh 2 textures :D great work, has a very rich color scheme, i like it. good luck with the job mate!

PharCyde
11-27-2006, 10:22 AM
Great progress, it's definietly come a long way. As everyone else has mentioned, let us know what happens with the job app.

Cheers.

robbylamb
11-28-2006, 05:02 PM
Hey man, that's some great progress. A bit of advice you can take or leave... I circled a couple of areas on the texture sheet where you could probably get away with mirroring or staking your UV's. I doesn't look like you have that much variation in the texture between the left and right of the model... and also if you wanted a skull or something like that on one side you could try using a decal for that.

dpizzle
11-29-2006, 01:54 PM
huge improvement, looks great.
awesome model, the design is really nice-
how did you go about getting it to look as dirty and scratched up as it does? i'm working on a model right now that has metal parts on it that i want to look like this, is why i'm asking.

:thumbsup:

XilA
11-29-2006, 03:20 PM
huge improvement, looks great.
awesome model, the design is really nice-
how did you go about getting it to look as dirty and scratched up as it does? i'm working on a model right now that has metal parts on it that i want to look like this, is why i'm asking.

:thumbsup:

Hey dpizzle go ahead and circle the specific areas on the texture or model that you like or what to achieve and post it , and ill try to tell you how i did it. Ill be able to tonight...i have to baby site RIGHT now ;P

ts-falcon
11-29-2006, 04:48 PM
yea i agree with Robbylamb, you should mirror the uvs overtop each other, it looks great already but by doing this you could increase the texture resolution of the entire model while still staying at the same texture size. although this might be a pain in the ass to do with scaling now the texture has been painted. looks great either way though mate!
cheers

XilA
11-29-2006, 05:34 PM
yea i agree with Robbylamb, you should mirror the uvs overtop each other, it looks great already but by doing this you could increase the texture resolution of the entire model while still staying at the same texture size. although this might be a pain in the ass to do with scaling now the texture has been painted. looks great either way though mate!
cheers

I agree too. i didnt really know i could do that until ppl started to tell me about it. Now i know yay. this was my first time doing something low poly so the UVing was new as well. Ive done tons ov UV mapping just nothing like this where UV "real estate" matters. next low poly model i do the uvs will be muchos better.

right now im working on a high poly old man shaman troll model.

http://i45.photobucket.com/albums/f89/Xila17/test1.jpg

http://i45.photobucket.com/albums/f89/Xila17/tes

HughieDM
11-29-2006, 07:41 PM
Nice stuff cant wait to see more:)

dpizzle
11-29-2006, 07:57 PM
Thanks Xila,

i am basically interested in your technique to dirty up the metal, and make it look scratched up. i've been having problems with this...
anyway, thanks a lot

here's the pic

XilA
11-29-2006, 10:56 PM
Ok for scratches on the metal i use a 1 or 2 pixel brush and think HOW is this object moving around in the environment, like what would bump and scrape against the ship.

after that is established just start your strokes on a different layer, i generally use white with 10-30% opacity sometimes higher for more scratches on more obvious areas like the front of the ship. but sometimes i use color burn and or dodge(not on a different layer, same layer as your color)as well depending on the color im using.

make the strokes brisk and str8 and very them. Its easy to go overboard so check out the texture on your model in 3dsmax or whatever you use and erase the ones that might be overboard. the key to detail is subtly.

for dirt or burns i use a darken brush at 10%-40% building up as i go. i establish the shape of the dirt area i want then darken it.

after that if i want MORE layered look i pick a brown/dark green/dark tan colors and almost pixel by pixel place the detail. sometimes i use different brushes to get a different pixel "splattering" pattern to very my shapes.

it takes time and patience but it works for me. you dont need a wacom either. i dont have one :P

hope that gives you some direction.

dpizzle
11-30-2006, 02:43 PM
thanks a lot Xila, but one question, you say ...

for dirt or burns i use a darken brush at 10%-40% building up as i go. i establish the shape of the dirt area i want then darken it.

would you mind going into more detail about this?

thanks, and again, this model looks great

:thumbsup:

XilA
11-30-2006, 06:47 PM
what i do is with 10% darken or 10% color (browns) i make the shape of the dirt. Like on the area of the intake near the front of the ship i used 10% darken and a dark brown color and started to make streaks shapes to block in what i wanted. once i liked it i started to build it up more and more using higher % of the color or burn, kinda like in real life when something gets worn down or burned or dirtied up.

verying your brush size from front to back helps to.

hope that clears stuff up.

leishman
12-01-2006, 02:45 AM
I like the map.........

requiem2d
12-02-2006, 07:56 AM
Very stylish, congrats on this piece :)

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