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Published: 2012-04-14 03:21:11 +0000 UTC; Views: 1546; Favourites: 18; Downloads: 20
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in zbrush and way too many polys 87 mil. in its top subd mode i cant even rotate it. went too far maybe. the textures i get out for my max model will be awesome tho. still some more parts to paint and then a final assessment of the color scheme then. maps out and then starts the finalizing of the mental ray render with cool backdrop. so much still to do.Related content
Comments: 7
Scifiwarships [2012-04-17 07:34:52 +0000 UTC]
Overall
Vision
Originality
Technique
Impact
First of all: This is an awesome piece!
I love the overall shape, with the two curves from grip to the top rear, and again forward towards the muzzle. It 's eyecatching and gives an initial impression of solidity.The to big curves also relate to the other smaller ones as a continued theme, setting off the hard lines to form a very machined, millitary feel. It looks like it weighs 2lbs, and can be used as a club when you run out of ammo. I also like the very weathered look, and the fact that there are only scratches and no dents makes it look even sturdier. I also like the angled mag, and especially the fact that you have used the same angle on either side of it, the composition and detailing is very coherent, and neat, You grasp the shape immediately, then start looking for details. It seems very believable, and all the pieces seem to be in exactly the right place. I can't fault it.
The red is nice too, it tells me that this is a millitary weapon. You don't go out and buy a red gun, it is issued as a uniform sidearm. Navy, palace of senate guards mabye, where striking uniforms are worn and cammo is secondary. Well done!
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mikemars In reply to Scifiwarships [2012-04-17 14:53:33 +0000 UTC]
thanks scifi!!!!! that means alot coming from you. some keen observations. something ive come to appreciate about you. you get it...... i saw this show on net flicks called "outcasts". some of the police have these guns with some bright paint that signify that they are security but not mil exactly. i liked the thoughtfulness of that little detail.
outcasts
Set in 2040, this BBC sci-fi drama focuses on the residents of the frontier town of Forthaven on the planet Carpathia -- a region colonized by a hardy group of settlers who rocketed away from Earth in the wake of war and nuclear devastation.
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Scifiwarships In reply to mikemars [2012-04-17 15:24:07 +0000 UTC]
NP, Mike! and thanks, I'll check out outcasts as well!
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mikemars In reply to Scifiwarships [2012-04-20 17:20:50 +0000 UTC]
fun story. very quirky in a brit sort of way
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mikemars [2012-04-14 13:52:52 +0000 UTC]
its not going into a game, yet . it will be rendered in mental ray in a scene with some final lighting. the ao will be added then. each part set will have a 2048 map. the uvs have been laid out for the base meshes in headus uv before bringing into zb. the render is from the real time display of all the subtools at their highest res. the zb material is literally the basic material. thats so i can see my texture work without alot of distracting effects. when my paintjob is finished im going to export my maps and apply them to my "base meshes in max" that are already subd models at 2x sd.
long story short. in this case im turning zb into a paint program using spot light. ill then export the maps back to my max mental ray scene for final application and rendering. ill set up a turntable anim with lighting and effects which will get me some fun stills and a movie i'll post on vimeo. i could use that max model to bake maps to a game model if i wanted. the max model is at 2x subd's.
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mikemars In reply to mikemars [2012-04-14 14:24:25 +0000 UTC]
its more a labor of love than total efficiency. if i was going for efficiency i'd just bake my zb objects to normal textures in xnormal and do some quick and easy photoshop work for the diffuse and spec.
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Krusader2031 [2012-04-14 13:29:43 +0000 UTC]
Lol, wow 87 mil... IDK what your map size is but from what I understand you'd have to have a 4098 map to just get half that detail. I see you've got some shadows in the scene, but are you gonna put any AO on it? The seams between the red and grey areas (Mainly straight above the trigger on the top side) seem to just collide without any noticeable seam or shadows.
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