Shinobi Life Online

Art Category => 3D Modeling => Topic started by: mattaleks on February 07, 2016, 00:31:43

Title: Matt's Hotbox
Post by: mattaleks on February 07, 2016, 00:31:43
Models by Raf
Concept Art by Aaron
Textures by Matt

Ill be updating this thread every week
(https://i.gyazo.com/bf05e891839e9b7e3fe94ecadecc6d00.png)
(https://i.gyazo.com/0f7f9980c8c054ab3ce4fc3cdfd7044f.jpg)
(https://i.gyazo.com/dd653ed89aba5d6975cbb813f11053e0.jpg)
(https://i.gyazo.com/c318093924fb76ed7ba4c63617a7a460.jpg)
(https://i.gyazo.com/fb13334871d9352c07d733f4496a02ad.jpg)
(https://i.gyazo.com/a0a85cc13023a632234729cb171e656b.jpg)
(https://i.gyazo.com/00817027184364a1a07a42fa5c51369c.jpg)
(https://i.gyazo.com/f2d0ae96973bb954134249f453d476f3.jpg)
(https://i.gyazo.com/f0e68033b2b936d38dd32b6ad43a927a.jpg)
(https://i.gyazo.com/f7dbd4a7111a56b4e12f4bec1097eb57.jpg)
(https://i.gyazo.com/df64ee966597a563b3caf0f3e0325abb.jpg)
(https://i.gyazo.com/487340a172d1cdd66f256f65c8dde368.jpg)
(https://i.gyazo.com/e19733b00a772f2bac687eff5d5b742b.jpg)
(https://i.gyazo.com/3b6f96a9c67d2d119539db0cb433e041.jpg)
(https://i.gyazo.com/ba4cf48ff829d4a4cda2cd81b0224a2d.jpg)
(https://i.gyazo.com/5ddfd99af6923f1fabd3b238694dae6c.jpg)
(https://i.gyazo.com/aa75417222c592411884a8ec8ea68438.jpg)
(https://i.gyazo.com/95c3af6d0f44e1fa0910a0f63816b917.jpg)
(https://i.gyazo.com/02a21ae1bc46224a18f5fc629eef8dcc.png)
(https://i.gyazo.com/96e227638c33ff95e12b81b6660ceef5.jpg)
(https://i.gyazo.com/59054e8de794938eef70584c304a376d.png)
(https://i.gyazo.com/944451c90c1582f5d9af50b8b713e1b2.png)
(https://i.gyazo.com/166c48da7adae6d471f0aa50fe60f79a.png)
(https://i.gyazo.com/0c3c9bc9a9f9d101f2d0ab77b0ded9e3.jpg)
(https://i.gyazo.com/8da3da3f13b15b49d2052fb792bca053.png)
(https://i.gyazo.com/98968d3c44b20ab9237022da139ed9ad.jpg)
(https://i.gyazo.com/116777c7e3df2da6d6583d7e3e2443cc.jpg)
(https://i.gyazo.com/d93c667329b8ce17949bf8ecb1ca7e15.jpg)
(https://i.gyazo.com/b46a6ddec35abbf4982fd4b852121dae.jpg)
(https://i.gyazo.com/1819fd8fe32b8fff490764148c909276.jpg)
(https://i.gyazo.com/f01b6e79b9beb6237f65d2a985f82336.jpg)
(https://i.gyazo.com/0e26a871c3126794196fc652eda7efb0.jpg)
(https://i.gyazo.com/ec30cd4fb0bb860628fc39902173e276.jpg)
(https://i.gyazo.com/8402578b64bad301d6ed700b3969f675.jpg)
(https://i.gyazo.com/afb023d0e2288de611371ade5305d647.jpg)
(https://i.gyazo.com/7835c3ad489bca22128505324657d40a.jpg)


Title: Re: Matt's Hotbox
Post by: Mars on February 07, 2016, 01:06:38
Really impressive, good job!
Title: Re: Matt's Hotbox
Post by: Nova on February 07, 2016, 08:30:30
Looks sick.
Nicely done ^.^
Title: Re: Matt's Hotbox
Post by: Konohuro on February 07, 2016, 08:46:16
So we are getting police station for the update too, right?
Title: Re: Matt's Hotbox
Post by: Vreg on February 07, 2016, 09:16:23
So we are getting police station for the update too, right?
No just the Kage building for 1.0.9.6, although the Police Station is also 100% complete.
Title: Re: Matt's Hotbox
Post by: taigakun on February 07, 2016, 09:26:31
Damn they all look really nice 
Title: Re: Matt's Hotbox
Post by: dati on February 07, 2016, 09:52:49
yes! looking sharp as f**k! GZ!
Title: Re: Matt's Hotbox
Post by: Sanji on February 07, 2016, 10:13:35
nice,keep the good work guys.
Title: Re: Matt's Hotbox
Post by: Fraudulent on February 07, 2016, 10:24:12
looks nice
Title: Re: Matt's Hotbox
Post by: Reminance on February 07, 2016, 12:01:55
Looks great :)
Title: Re: Matt's Hotbox
Post by: Lumen on February 10, 2016, 02:11:28
Is this the final version and why is the vertex normal of every face firing perpendicular from itself? Makes the entire thing look disjointed.
Title: Re: Matt's Hotbox
Post by: json243 on February 10, 2016, 04:38:09
(http://i.imgur.com/1GthC3X.jpg)
Dudddddeeeee
Title: Re: Matt's Hotbox
Post by: Konohuro on February 10, 2016, 08:34:53
why is the vertex normal of every face firing perpendicular from itself?
Yes.
Title: Re: Matt's Hotbox
Post by: GhostParadise on February 13, 2016, 06:56:17
looks sick af! nice work, keep it up  :P
Title: Re: Matt's Hotbox
Post by: Konohuro on February 13, 2016, 08:42:15
Can't wait to see them in game.
Title: Re: Matt's Hotbox
Post by: Reminance on February 13, 2016, 12:50:58
Smexy pics xD
Title: Re: Matt's Hotbox
Post by: Kai on February 13, 2016, 15:42:14
I love that knife, looks like something I would use in-game.

Amazing work guys.
Title: Re: Matt's Hotbox
Post by: SirTroll on February 13, 2016, 16:05:20
I love that there's two bins.. is one for recycling? :P

But it does look amazing!
Title: Re: Matt's Hotbox
Post by: Lumen on February 15, 2016, 13:33:16
looks sick af! nice work, keep it up  :P

Better explanation. Every polygon in the police academy w/e looks angular, as if someone didn't use smoothing groups. I think it's visible in the hilt of the katana also. It's off putting.
Title: Re: Matt's Hotbox
Post by: Konohuro on February 15, 2016, 14:56:18
looks sick af! nice work, keep it up  :P

Better explanation. Every polygon in the police academy w/e looks angular, as if someone didn't use smoothing groups. I think it's visible in the hilt of the katana also. It's off putting.

I think that the police station was meant to be like that. You can see that there was applied some smoothing on the sides of the building (where the shurikens are). But, yeah some of them don't have it like the bench or the barrels.
Title: Re: Matt's Hotbox
Post by: Lumen on February 16, 2016, 02:13:38
looks sick af! nice work, keep it up  :P

Better explanation. Every polygon in the police academy w/e looks angular, as if someone didn't use smoothing groups. I think it's visible in the hilt of the katana also. It's off putting.

I think that the police station was meant to be like that. You can see that there was applied some smoothing on the sides of the building (where the shurikens are). But, yeah some of them don't have it like the bench or the barrels.

 [Cleared the first statement. Understood what you were saying there] 
I don't believe that the building was meant to be so unnaturally sharpened unless they just decided to half-ass it and not use a high poly to create the proper
normal map for the building. Quite literally everything that is a rounded surface is sharp which is quite the eye-sore. It evenshows in the textures. It's as if someone went into
Substance Designer, created and SBSAR and slapped it on. If every other building example where similar, I'd of not poked at it, but it's just entirely too inconsistent and contrast
riddled.
Title: Re: Matt's Hotbox
Post by: Konohuro on February 16, 2016, 12:28:31
looks sick af! nice work, keep it up  :P

Better explanation. Every polygon in the police academy w/e looks angular, as if someone didn't use smoothing groups. I think it's visible in the hilt of the katana also. It's off putting.

I think that the police station was meant to be like that. You can see that there was applied some smoothing on the sides of the building (where the shurikens are). But, yeah some of them don't have it like the bench or the barrels.

 [Cleared the first statement. Understood what you were saying there] 
I don't believe that the building was meant to be so unnaturally sharpened unless they just decided to half-ass it and not use a high poly to create the proper
normal map for the building. Quite literally everything that is a rounded surface is sharp which is quite the eye-sore. It evenshows in the textures. It's as if someone went into
Substance Designer, created and SBSAR and slapped it on. If every other building example where similar, I'd of not poked at it, but it's just entirely too inconsistent and contrast
riddled.

Forgot to tell you to never mind what I've said there, sorry. I haven't seen the first photo of the police (where it can obviously be seen the faces of the polygon and its edges).
Title: Re: Matt's Hotbox
Post by: mattaleks on February 16, 2016, 14:37:05
looks sick af! nice work, keep it up  :P

Better explanation. Every polygon in the police academy w/e looks angular, as if someone didn't use smoothing groups. I think it's visible in the hilt of the katana also. It's off putting.

I think that the police station was meant to be like that. You can see that there was applied some smoothing on the sides of the building (where the shurikens are). But, yeah some of them don't have it like the bench or the barrels.

 [Cleared the first statement. Understood what you were saying there] 
I don't believe that the building was meant to be so unnaturally sharpened unless they just decided to half-ass it and not use a high poly to create the proper
normal map for the building. Quite literally everything that is a rounded surface is sharp which is quite the eye-sore. It evenshows in the textures. It's as if someone went into
Substance Designer, created and SBSAR and slapped it on. If every other building example where similar, I'd of not poked at it, but it's just entirely too inconsistent and contrast
riddled.

Forgot to tell you to never mind what I've said there, sorry. I haven't seen the first photo of the police (where it can obviously be seen the faces of the polygon and its edges).

Smoothing groups is on, sometimes the SSAO in quixel shows the edges on the model (noticed it when i was working on the barrels so i turned it off) and we are trying to keep the poly count to a minimum. Also some of light angles i have it set to when I take the pic has an effect on how you see the normal map