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Old 10-27-2008, 08:09 PM   #1 (permalink)
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Xenoxr sketchbook

Hey , my name is ryan buck , age 17 and currently studying a national diploma in interactive games development in college, i am in my final year of the course and am applying to tee-side university to pursue my career in games art. Im not sure what else to say other than here is some work , comments and crits are welcomed thank you.
These model where recently created as part of a 3D modeling assignment.
Attached Images
File Type: jpg Building.JPG (80.3 KB, 94 views)
File Type: jpg box.JPG (62.4 KB, 59 views)
File Type: jpg Mech.JPG (129.3 KB, 93 views)
File Type: jpg Fuck yea.jpg (662.2 KB, 69 views)
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Old 10-27-2008, 08:12 PM   #2 (permalink)
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today i stumbled across the speed texturing section of the forum and decided to go back and texture a wrench as i hadn't textured in a while, the texture was created completely from scratch using the Photoshop default brushes, i have to say i am very proud with this.
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File Type: jpg Finished Wrench.jpg (140.7 KB, 88 views)
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Old 10-28-2008, 12:57 PM   #3 (permalink)
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55 views , i would really appreciate some responses please
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Old 10-28-2008, 01:06 PM   #4 (permalink)
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I like that bulldozer mech thing, someway it gives me the same feelings as seeing that demolition robot in I Robot movie.
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Old 10-29-2008, 01:41 AM   #5 (permalink)
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i could like your pipe wrench alot - i cant see with such a small render and an overwhelming amount of green light.
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Old 10-29-2008, 02:05 AM   #6 (permalink)
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Hmm, it's kinda hard to give useful crits on your texture work, your lighting setup ruins everything imo. The green lights messes up the color in the diffuse. I suggest you make some renders that show your props without the final lighting, to show of all the details.

The specular looks very strong and dominant. Also, it doesn't look like you used a specular map, everything has the same amount. A specular map with enough contrast will make everything more interesting to look at imo, and create some nice details all over...
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Old 10-29-2008, 06:23 AM   #7 (permalink)
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fair enough, yeah ive only just realized my lighting tends to ruin my models, and no i haven't been taught how to use/create specular maps yet at college we have only covered bump maps , would be ace if you could point me in the direction of a tutorial and possible tell me the purpose of a specular , i feel like my course has cheated me lol

heres the mech in a 3 point lighting setup with all the maya defaults, also a jpg of the textures i created for the wrench (i realize there its a little too grungy ), im glad you have popped my little bubble thou i though i was pretty good but im starting to see the imperfections on my work, although i have only been using maya for about half a year so ..... hmm i should stop rambling


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Last edited by Xenoxr; 10-29-2008 at 06:52 AM.
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Old 10-29-2008, 06:45 AM   #8 (permalink)
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Specular maps are fairly easy when you have a diffuse map ready. 70% of the times you can derive a specular map from a diffuse with only little effort. Tiros wrote a good tutorial about creating specular maps, it'll push you in the right direction

http://www.game-artist.net/forums/su...rmal-maps.html
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Old 10-29-2008, 07:00 AM   #9 (permalink)
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cheers for that tutorial it looks pretty useful
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Old 10-29-2008, 07:55 PM   #10 (permalink)
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Looking good so far, I look foward to when you have a spec map applied
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