Neoo's Work in Progress thread

Get feedback from others on your works in progress
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lycium
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Re: Neoo's Work in Progress thread

Post by lycium » Thu May 26, 2011 1:07 pm

For my part in the tomfoolery I must apologise, sorry :oops:

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djegoo
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Re: Neoo's Work in Progress thread

Post by djegoo » Fri May 27, 2011 5:26 am

YO

very funny guys :) you enlightened my afternoon with humor

Guys i really think Neo improved his images : they are much more neat than at a certain period, the scale of his scenes is more and more coherent, and he is able to render with artificial lights.

Neo, I know that you know that when we wonna have some fun with you, it is because we love you. Even if your ideas are not always really clear, and even if we don t say it, we all see that your project is progressing

keep it up (and share the... you know...please)

I would like you to change 1 thing : the yellow guy... he s pretty scary, and totally destroys your images. try to find something more dynamic, or modify it maybe.
Also you should work on texturing your walls and other stuff with the texture i don t remember who posted for you.it would really really improve a lot your scenes !

kdarius
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Re: Neoo's Work in Progress thread

Post by kdarius » Fri May 27, 2011 6:12 am

I think its halliarius and that people should lighten up

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CTZn
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Re: Neoo's Work in Progress thread

Post by CTZn » Fri May 27, 2011 6:38 am

Still that's off the mood in his own thread.
obsolete asset

StompinTom
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Re: Neoo's Work in Progress thread

Post by StompinTom » Fri May 27, 2011 6:59 am

I think you should focus on developing 1 or 2 shots before moving onto interiors or other things. Make the general massing model, pick 2 angles and detail the model based on those views. Not only will it help you detail the whole model, it will help you focus because it narrows down the workload. Render, look at it, see where to add more details/change things, re-render, etc. using the same angle, until it's a complete image.

I often find that if you try to complete a whole project all at once, it's very easy to get scattered and demotivated because you keep jumping from one bit to the next as different ideas pop into your head. What I typically do, especially for large arch. viz projects, is block out the whole scene very simply, then zero in on a few selected viewing angles and then detail ONLY what will be seen in those views. You save a LOT of time like that and it helps keeps things organized because you know exactly what you need to do.

Of course, the more views there are, the more detailed the whole model gets, so after you finish the first couple of views, detailing more views isn't all that bad.

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Re: Neoo's Work in Progress thread

Post by neo0. » Sat May 28, 2011 8:01 am

Thanks for the advice, tom. BTW, my model currently has 666 faces. :shock:
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666.jpg

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Re: Neoo's Work in Progress thread

Post by StompinTom » Sun May 29, 2011 5:32 pm

neo0. wrote:Thanks for the advice, tom. BTW, my model currently has 666 faces. :shock:
Your model is possessed. My current model has 848 million faces.

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Re: Neoo's Work in Progress thread

Post by neo0. » Tue May 31, 2011 5:32 pm

After a few days of hard work, I am proud to show off my progress so far. Apologies for the sketchup screenshot. Indigo refused to launch. I click the render button and it starts to export, but then when it gets to "exporting textures" it just gives up. The funny part is that I dont even have any textures

The poly count is very reasonable,.Just over 2,000. It's funny how much easier it is to keep things under control when you dont go crazy with smoothing. Funny how I used to think that polycount is the most imporant thing..
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we left the earth.jpg

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matsta
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Re: Neoo's Work in Progress thread

Post by matsta » Tue May 31, 2011 7:59 pm

neo0. wrote:After a few days of hard work, I am proud to show off my progress so far.
At the risk of halting progress. Don't you think the design is a bit close to your inspiration image in the other thread? Image

Good progress on the modelling though!

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CTZn
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Re: Neoo's Work in Progress thread

Post by CTZn » Wed Jun 01, 2011 1:42 am

Still that's an excellent training method, I support the exercise. Wich modeler did never reproduce ?

Go on neo0., you may use that (tanker ?) ship later in your scene ! It looks only as large as twice a tanker of ours, may give that sense of scale for a bigger design.

No pun matsta I think that's fine and showing real progress as you said.
obsolete asset

neo0.
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Re: Neoo's Work in Progress thread

Post by neo0. » Wed Jun 01, 2011 3:16 pm

At this stage, it may look a little similar but the thing abou that pic is that it only shows you so much. The front part is easy to see, but everything in the back of the ship isn't visible. This project has required a fair amount of extrapolation and guessing. My interpreation of it may not have been the same as the original artist.

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Re: Neoo's Work in Progress thread

Post by StompinTom » Thu Jun 02, 2011 12:27 am

neo0. wrote:This project has required a fair amount of extrapolation and guessing. My interpreation of it may not have been the same as the original artist.
Which some people call 'designing'.

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Re: Neoo's Work in Progress thread

Post by neo0. » Mon Jul 11, 2011 9:59 am

Hah, you didnt think I had forgotten this thread did you. Anyhow, it's been a long process of trial and error, but I have finally arrived at a design that I am more or less happy with (around 20k polies so far). Lots of little renders this time because there were many different parts of the ship to show.

To do
-Make a better material for the windows (the blue part)
-Find textures for the rest of the ship
-Add bridge tower
Attachments
ark8.png
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ark6.png
ark5.png
ark4.png
ark3.png
ark2.png
ark1.png

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Re: Neoo's Work in Progress thread

Post by PureSpider » Mon Jul 11, 2011 10:16 am

Lots of renders but I personally am unable to figure out how the ship looks at all.

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Re: Neoo's Work in Progress thread

Post by neo0. » Mon Jul 11, 2011 10:28 am

sorry about that. I just realized that too. Hold on a few minutes..
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Last edited by neo0. on Mon Jul 11, 2011 11:24 am, edited 1 time in total.

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