View Full Version : Hey Everybody!
03-11-2011, 02:18 AM
Hey everyone, I've been sitting quietly going through the wiki and reading everything I can get my hands on for the better part of a year now! I'd love to start getting a bit more active in the forums and getting involved with this amazing community of artists. So anyway, my name is Weston and I'm a student in a simulation program at my local community college and I'm loving it more each day. Today I'm gonna throw up essentially a blockout/low poly version for my modelling 2 Final and I would love to get any feedback (be mean if that's how you roll I don't care) I'll include a side shot a perspective, and the concept. Look forward to more opportunities and contests in the future, and getting to know people on the forums better.
03-11-2011, 02:03 PM
good start dude. nice concept as well did you do the concept you self
03-11-2011, 02:25 PM
No, if only.. We had to pick our ship to do from conceptships.blogspot and this one definately stuck out to me! Great colors, and life. The artist was Ian McQue.
03-11-2011, 02:38 PM
oh well maybe one day ay
good luck with this project
03-11-2011, 04:11 PM
Sweet concept, the guy has the old marine feel down perfectly. Get halfway homesick looking at it. Reminds me of the flying restaurant in Fifth Element.
Not too much to say on the model so far, though it's a fair bit wider than the concept. Are you shooting for a lowpoly final or will this be fully detailed?
03-11-2011, 08:33 PM
Then model as it exists now was intended to be the low poly model and I was going to try to bake high poly details into it. I've finished UVing it so here is the model with the UV's and the rendered UV template. I would love input on this too as I'm definately a newer modeller and UVing is somewhere I think i'm weak. I definately appreciate the interest in my thread!! I totally agree parlee, I'll probably try to thin it up a bit. I tried to use taper on the body to achieve a more slender ship, I wasn't loving the effect though. Anyway here is the progress and my UVs: Thanks for the support and input!
03-11-2011, 09:14 PM
Dude Parlee, your models are sick!! I want to be like you when I grow up! :) Where do I start?
03-11-2011, 11:07 PM
Grow up? Aw hell you make me feel old. (I'm 21)
As to the rest it's quite simple, just learn to live in complete social isolation. Never go out, never make friends, and spend all your time wallowing in minimum wage jobs that never go anywhere but give you the time needed to focus on skills you will never be satisfied with while harbouring the vague half-hope that you might oneday make a feeble living while doing the things you don't like to support a life you don't have the time to live!
Yup, that's how it will feel every bad day you have. ;P
Nah, but really, what I do isn't as hard as I tend to think it was. (Philosophy that sentence.) Just learn to not over-analyze, because excessively worrying about faults will just slow you down. Practice lots, and get a solid grasp on reference hunting and mesh-placement.
Ultimately you could just wing it and hope things work out. That's what I did.
03-11-2011, 11:20 PM
I can deal with that :P That's pretty much what I am doing now. There are several projects I really want to start working on at this point but I have enough school work that I'm not able to give them the time they deserve yet :/ When I'm not at class or work I spend my time working on the projects or searching for good knowledge. As you were learning did you do a lot of tutorial searching? More experimentation?
03-11-2011, 11:29 PM
your motorcycle is looking great btw! I have a low poly motorcycle entry over in the game art competition thread.
08-11-2011, 04:07 PM
Here's a quick update on the Work I'm doing on the high poly version for this model. Love to hear what ya'll think.
08-11-2011, 10:02 PM
Great work. Love the composition.. A animatioin would be great :)
10-11-2011, 10:16 PM
It's coming a long! I need to knock this out tonight if possible so I can move on the the wonderful world of texturing :D
10-11-2011, 10:42 PM
yeah this is defo shaping up mate
10-11-2011, 11:16 PM
Thanks bro, anything you don't care for?
21-11-2011, 10:10 PM
Did some basic metal and paint texture today, what you guys think?
04-12-2011, 12:40 AM
I love the model. Looking at the concept, I think I'd start by assigning (2) metal textures [ both of them rusty mind you] as a simple base level material across most of the ship. Hard metal versus soft metal. Shade them both as essentially colorless and rusted then add in the colors you want to peep through the overall rugged and rusted exterior as additional color layers within your nodes. That should give you maximunm re-usability, a bit of consistency, and certainly make things at least a little easier :D
04-12-2011, 01:02 PM
some of those pannels need a bit of work.. as you can see the poly bend in the middle..
sorry if that seems harsh there.. looks cool though..
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