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#1 (permalink) |
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Senior Artist
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Sarge Mat's - Sketchbook
Hello well here it is my Sketchbook thread. It’s time for me to really pull the finger out and get going at a lot more 3D Models and that’s what I intend to do. Once the map I am working on at the moment is looking a bit better and I am happy with it I will post updates on that too.
Street Ad This was inspired by the one I saw in the first page of doylle’s thread, I am going back to basics and what to do loads of objects like this, so let me know what you think so far. It was a nice break from the Old Pillar tutorial I am working though which is in the final stage. I am thinking it needs a bit more detail on the little part at the top of the sign. ![]() Last edited by doylle; 08-21-2008 at 11:01 AM. Reason: You had a typo in my name... -.0 |
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#2 (permalink) |
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Amateur Artist
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The model looks a bit simple and flat. You should give it a bit more detail. You could also define the edges in the texture a bit better.
I see you copy/pasted one part in the diffuse. Why not let them share UV space? Then you could make it a little bigger. The normal map shouldn't have that sort of detail where the ads are. As ads are just a piece of paper. Also, it's easier just to keep it in 3ds max (or the application you use) while working instead of getting it into Unreal every time. |
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| The Following User Says Thank You to TheCorey For This Useful Post: |
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#4 (permalink) |
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Game-Artist.net Admin
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Hey man,
I'd definitely add more detail to that texture... The corey made some very good points about that... Another thing i noticed to is that you used allot of photo's. Using photo's isn't bad per se, but try to avoid pure photo sourcing like you did. It tends to lead to flat textures with bad material definition . You have that brownish material all over, which looks like metal in your texture sheet (sort of), but on your model it doesn't look like metal at all... The biggest challenge is to paint details that will make it look like metal on your model...I wish i was able to show you a tutorial i finished some days ago, but it's being edited as we speak so i can't give you the link yet. However, you should have a look at it when it's posted, you may find it interesting... I hope that wasn't to negative... |
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| The Following User Says Thank You to doylle For This Useful Post: |
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#6 (permalink) |
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Founder of Statspaddling
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Well, other than what's already been mentioned:
Metal without specular? No wai, make a specular map! ![]() Also, after you're done with your maps and save them separately, try to open em in PS and sharpen them up a tad, to get that nice crisp feel.. or well.. perhaps you don't want to, but.. I quite like it ![]() Don't go overboard with it though, that could completely mess it up, so keep it in the separately saved maps, instead of sharpening up your PSD containing all the textures. Cheers!
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| The Following User Says Thank You to Tiros For This Useful Post: |
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#8 (permalink) |
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Game Art Student
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Also, normals pop less without a sepcular, add the spec and those normals will pop out
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> To steal ideas from one person is plagiarism, to steal ideas from many is research. Tutorial - Ambient Occlusion in MAX My Sketchbook Thread Portfolio |
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#10 (permalink) |
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Senior Artist
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Hey all, It’s a bit later than I had hoped but I have been doing a lot of reading and looking around not just at modeling but trying to brush up on some core level design stuff too. Anyway I think this looks loads better but still has room to improve, but looking back a few days I see how crap the first one was.
PS: Forgot wireframe the first time ![]() ![]() |
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