PDA

View Full Version : Fan Art Submission



dougy96
9th Jun 2016, 14:52
Hello!

Please forgive me if there is already a Fan Art Submission thread, I searched, but could not find one.
Anyway, here is my most recent artwork: Hitman 2 - Combat Knife (Remastered)

https://www.artstation.com/artwork/WbYEG

Let me know what you think, and post your own! :)

If you follow the link to my Art Station, you will see other images/extra infomation, including a Sketchfab 3D model viewer!

https://cdn2.artstation.com/p/assets/images/images/002/767/010/large/doug-allen-finishedimage01.jpg?1465473304

RW_Slick
9th Jun 2016, 15:02
Very nice!

I would like t see you make one of the current combat knife if possible.

dougy96
9th Jun 2016, 16:17
Very nice!

I would like t see you make one of the current combat knife if possible.

Thank you, ever so much!

Initially, that was the plan. However, I couldn't manage to find any good reference images of it online! I don't have any plans set
in stone for what I will make next, but right now I am going to relax and play Hitman. Rest assured, I will post any further Hitman related artworks right here :)

dougy96
9th Jun 2016, 16:50
I am really keen to see other art work from people! Get posting if you some! ;)

Hitman_Limerick
9th Jun 2016, 17:52
Nice knife, but the ring-hole in the handle could be better represented by using normal maps, instead of geometry, as the ring-hole would be completely round, instead of polygonal-looking (didn't count the edges, im on a late lunch break and work in the same department you do, but for an Indie Company.

made a high polygon AK47 with complete package, weighs in at around 8,400 polygons (tri's), made for unreal engine 4, with automatic back-face culling, redy for first person animation:

http://i66.tinypic.com/11mal3d.jpg

ProfessorHojo
9th Jun 2016, 18:11
Great work, Doug! Did you design that from scratch in 3D modelling software?

dougy96
9th Jun 2016, 19:35
Great work, Doug! Did you design that from scratch in 3D modelling software?

Thank you! Yes, I did! I modeled it in Maya, and it was completely textured and rendered in Quixel Suite. I used the likeness of a SOG Pentagon Knife, as that seemed to be the closest real world equivalent to the knife used in Hitman 2. Then I added my own details, such as the Hitman insignia, and the ICA's moto "Merces Letifer" to give it a more personal touch. Here's a photo I used to reference: http://www.sogknives.com/media/catalog/product/cache/1/sog_engraving_image/9df78eab33525d08d6e5fb8d27136e95/s/o/recolored/sog_s14-n_main_1.png

dougy96
9th Jun 2016, 19:41
Nice knife, but the ring-hole in the handle could be better represented by using normal maps, instead of geometry, as the ring-hole would be completely round, instead of polygonal-looking (didn't count the edges, im on a late lunch break and work in the same department you do, but for an Indie Company.

made a high polygon AK47 with complete package, weighs in at around 8,400 polygons (tri's), made for unreal engine 4, with automatic back-face culling, redy for first person animation:


Thank you, so much for the Critique! Yes, that was deffinetly a point I was very conscious about. I'm feeling a tad guilty, as I didn't actually bake down a normal map from a high poly model... this is definitely a part of my workflow that I need to improve and work on. Thanks for sharing your model, looks great! And I'd appreciate it very much, if you have time, to possibly critique my work further?

Hitman_Limerick
10th Jun 2016, 01:57
Thank you, so much for the Critique! Yes, that was deffinetly a point I was very conscious about. I'm feeling a tad guilty, as I didn't actually bake down a normal map from a high poly model... this is definitely a part of my workflow that I need to improve and work on. Thanks for sharing your model, looks great! And I'd appreciate it very much, if you have time, to possibly critique my work further?

Well, in this case, no need to bake a normal from high-poly mesh. i have CrazyBump, a normal-rendering from greyscale image converter, i think it's free to use and renders upto 2048x2048 skins, but not too sure as i bought it many years ago, and use it to quick-task any normals i need to without baking, mostly because they are minor details that don't need to be modeled,a black circle inside a white handle with black grip marks will suffice, and will make the "Merces Letifer" insignia look even more detailed, if written in black over a white blade ;).

[edit] there is a free downloadable Photoshop filter that will convert greyscale to RGB Tangent Normal Maps for free, forgot about that one: https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop

dougy96
10th Jun 2016, 18:58
Well, in this case, no need to bake a normal from high-poly mesh. i have CrazyBump, a normal-rendering from greyscale image converter, i think it's free to use and renders upto 2048x2048 skins, but not too sure as i bought it many years ago, and use it to quick-task any normals i need to without baking, mostly because they are minor details that don't need to be modeled,a black circle inside a white handle with black grip marks will suffice, and will make the "Merces Letifer" insignia look even more detailed, if written in black over a white blade ;).

[edit] there is a free downloadable Photoshop filter that will convert greyscale to RGB Tangent Normal Maps for free, forgot about that one: https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop

Thank you, very much for all of this great infomation! I'll do some researching :)