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  1. Orgoth02's Avatar
    Orgoth02 is offline
    Location: Phoenix
    Posts: 153

    Orgoth's W.I.P

    Hey all,

    Inspired by the Uneathly Challenge but to late to enter I decided to do my own scene just for the fun of it, plus it's been a while since I have done any highpoly/nexgen work. This project is probably going to take me a good 3 months to complete but when it is done it should be pretty bad ass. Please feel free to comment on any thing that you see that could be better or suggest thing to include. This should be fun!

    Here are some of the reference's that I am using.
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  2. Swisher's Avatar
    Swisher is offline
    Location: Ft Lauderdale
    Posts: 145
    Strong foundation with these great references. Can't wait to see what this turns into.
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  3. Rasmus Holmgren's Avatar
    Rasmus Holmgren is offline
    Location: Tokyo
    Posts: 313
    Looks fun, go go go
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  4. Orgoth02's Avatar
    Orgoth02 is offline
    Location: Phoenix
    Posts: 153
    Swiaher and Rasmus Holmgren- Thanks for the posts!

    So I have already started on some of the highpoly work. Either one is completely done yet especailly the wall. Their are still a few details that I want to add to them. Now I know that the wires on the wall look like crap, and that is fine because I am just using them for a projection for my normals. The image with the wall is what they look like properley. The Scene shot is Very VERY rought just to give you guys an idea of with I am thinking. Hopefully I can start with some texturing this weekend. Enjoy.
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  5. Orgoth02's Avatar
    Orgoth02 is offline
    Location: Phoenix
    Posts: 153

    Updated

    Yeah I didn't get nearly as far as I wanted to this weekend. But I did make some progress. I pretty much have the compressor all projected out and now I get to start the fun stuff, texturing.
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  6. This is coming along nicely. Looking forward to the textures.

    Have you ever used the UT3 editor?
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  7. Orgoth02's Avatar
    Orgoth02 is offline
    Location: Phoenix
    Posts: 153
    Thanks for the post Pixelmitherer.

    Yeah I have used the Unreal 3 engine on a couple of projects that I have worked on with other companies. The thought did run through my mind of using Unreal 3 and I will probably will throw it all in there once I am finished. Hopefully I will get this piece textured by the end of this week if I can find the time. Stay up all night then going to work is really starting to take a toll on me.
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  8. Orgoth02's Avatar
    Orgoth02 is offline
    Location: Phoenix
    Posts: 153

    Re-working

    So after I got everything projected and unwrapped I wasn't really liking the way that the uv's where layed out for texting and plus I realized some of the Uv's where at a different resolution. So I went back unwrapped everything again and I am in the process of doing my projections over again. I'm still working on it and there I should be some updated shots with some textures.
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  9. Orgoth02's Avatar
    Orgoth02 is offline
    Location: Phoenix
    Posts: 153

    Texture time

    Here is the first pass for the Main tank texture. C&C are encourage and paint-overs are ok as well. Let me know what you guys think!
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  10. Orgoth02's Avatar
    Orgoth02 is offline
    Location: Phoenix
    Posts: 153
    So after I did the texture on the storage tanks I took another look and the main tank and decided to do it over and I am feeling pretty happy with the results.
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  11. Orgoth02's Avatar
    Orgoth02 is offline
    Location: Phoenix
    Posts: 153

    Updated

    Hey guys! It's been a really busy week for me at work with this being a milestone week so I haven't had a lot of time to work on this. I was able to made some progress on the compressor and I hope to have it done by the end of the weekend so the I can move on to the walls and focus more on the environment.
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  12. Rasmus Holmgren's Avatar
    Rasmus Holmgren is offline
    Location: Tokyo
    Posts: 313
    This is coming along promisingly, but I think the textures so far seem pretty saturated and busy - just a heads-up :P
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  13. Orgoth02's Avatar
    Orgoth02 is offline
    Location: Phoenix
    Posts: 153
    Rasmus- Thanks for the heads up. I agree, although I feel that it gives the asset alot of character it maybe to busy for the eye. I'll take another look that the texture and see what I can do. Thanks again!
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  14. Marcus Dublin's Avatar
    Marcus Dublin is online now
    Location: Queens, New York
    Posts: 1,918
    Hey Orgoth02, I like the direction you’re heading in with the whole project. I just finished playing a few levels to Stalker: Clear Sky and the references you posted totally reminded me other the art direction in that game. That said you might want to practice some restraint in your texture work, Rasmus hit the nail on the head when he pointed out the textures feel overly busy.

    Right now everything has an unrealistic muddy tone to it, even for dirty metal:s. You should concentrate on laying down a few metal overlays and gradually build up the dirt and grime. Perhaps you can post your texture flats when your say 50% finished with the clean texture pass, this way we can chime in on the recommended level of dirt and grime build up. I figure once you get the hang of it you can work the rest of it up yourself with little assistance.

    Anyways keep up the good work and keep us posted!
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  15. Orgoth02's Avatar
    Orgoth02 is offline
    Location: Phoenix
    Posts: 153
    Marcus- Thanks for the comments I think that it is really going to help me out a bunch! I was trying to go for a look where it seemed that this was sitting here for a decade, but I dont think that it traslated quite like I hoped. I totally agree with you and Rasmus. I am going to go back on this and re-think the textures. Thanks again! Oh and here are my current textures that I am using if you would like to give them a look over.
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  16. Rasmus Holmgren's Avatar
    Rasmus Holmgren is offline
    Location: Tokyo
    Posts: 313
    Way too busy Maybe just fiddle with opacities for each of the layers to get a better balance, right now everything is fighting for attention. First off I'd tone down the black. Also, have you baked normals for this? I see a few edges that could do with some beveling...
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  17. Orgoth02's Avatar
    Orgoth02 is offline
    Location: Phoenix
    Posts: 153
    Hey Rasmus- Yeah my normals are baked from the high poly. The main tank on this doesent have any edges and the black is mostly coming from my light map projection. Both these textures are just using 3 layers. A base a grunge and a color. I'll play around with some new textures and try some of the tips that you suggested. Thanks
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  18. Orgoth02's Avatar
    Orgoth02 is offline
    Location: Phoenix
    Posts: 153
    Here is my wire frame if you are interested.
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  19. Orgoth02's Avatar
    Orgoth02 is offline
    Location: Phoenix
    Posts: 153
    Hey guys!

    I took some of your adavice and toned back a lot of the layers to help with the busy problem. I aslo went back and re-textured the 2 tanks in the back. I decided to leave the main tank the same becuase I tried using different textures and this one gives me the look that I am going for the best. I am going for a very dirty and grimy environment and I think that I will make a lot more sense once I post some images for the actual environment. There is still a lot of stuff I need to do on this piece first though...back to work.
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  20. xogg is offline
    Location: Prishtina
    Posts: 4
    Very, very nice.

    Keep 'em comin'!
    Cheers!

    Xogg
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