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#43 (permalink) |
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Artist
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ah yep, that's just temp at the moment, just to give an idea of what would look like, when I come round, i probably will spend more time on the lights.
some more small updates ![]() Added a normal and light map to the front door and windows.. it's coming together, or be it very slowly ![]() One question.. is it worth adding a spec map for the concrete bricks? I don't really seen any point in it to be honest, as concrete isn't usually very shiny, unless it's wet.
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ibrahimwahab.com Last edited by Ibrahim; 08-12-2008 at 09:57 AM. |
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#44 (permalink) |
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Artist
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This looks interesting!
You can create the spec map in 2 minutes so shouldn't be problem to add one Keep us updated!
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www.roth.sk |
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#45 (permalink) |
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Artist
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Looking great so far, might be intresting to get it into a game engine though, sandbox2 can do a pretty good job replicating that same sort of lighting/ao setup.
Btw any chance of posting ref images - would just make it easier to see exactly what your going for and to critique |
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#47 (permalink) |
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Game-Artist.net Admin
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This definitely looks better than your last project!
. Not sure if it's game-art or highpoly, look good either way though.I'm one of those guys that loves juicy models with alot of specularity, so i'd definitely add a specular map on those bricks. It doesn't have to be much, but a subtle specular map would make those edges pop a little. If you plan on adding dirt (doesn't matter how subtle), a specular map will definitely help to get that effect better... Looking forward to updates ![]()
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![]() Jeroenmaton.net - Scetchbook Thread - 3dsMax Viewport Shader - Ten Texturing Tips - Supports good crits - |
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#48 (permalink) |
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Artist
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Thanks for the feedback folks
![]() Some minor adjustments to the texture on the building walls, added a spec map, however I tried to keep it subtle, don't want to over do it. Some renders with GI turned off, so you can have a decent gander at the specs and normals And some nice vray renders ![]() ![]() ![]() I think I may have to work on the texture on the ground a bit more though, might break up a bit more to add some manhole covers, drains, etc. Also Think I might need to improve the textures on the wall if I'm to follow the reference images accordingly. Reference Images ![]() ![]() @IchII3D: The rendering is done using VRay and Vray Sun, it's very simple to use to get some nice affects. You can have a look at some of the tutorials here Welcome to V-Ray (starting page) ... although Vray doesn't do so well with normal maps, especially when you have things like Global Illuminations. I think I may have to look at exporting this in an engine, I do have the source engine, but it's a pain in the back side to compile static meshes and textures... I understand Unreal Engine is a little easier to deal with, plus it's more shiny shiny is always good. What's the learning curve for something like CryEngine 2, and is worth getting if my PC ain't that upto scratch?
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ibrahimwahab.com |
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#49 (permalink) |
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Game Art Student
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Looking great, the renders really sell it! Hopefully you can try and get a similiar look in an engine!. Definitely try and break up the ground texture a bit with some street furniture and stuff.
I'd recommend unreal, although i haven't used cryengine. If you get the collectors edition you get a ridiculous amount of video tutorials with it, gets you started pretty quick.
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www.3denvironment.co.uk |
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#50 (permalink) |
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Artist
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Well i've done project in hammer (worst of them all) and unrealED before - and i can easily say sandbox2 is the simplest of them all. There's no faffing about with 'packages' or compiling maps etc. You can pretty much just export an asset straight from max ( inc material setup) into sandbox2 using the sdk tools and the viewport displays ao/pom/hdr/dof etc all in realtime . Btw whats your pc specs ?
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