Quote:
Originally Posted by Osman
Good stuff man, looking forward to seeing more.
I have one crit: on that canister thingy, the black metal with the number on it looks a bit like its floating. I think its because of the subtle shadow around it, i think it would help if you could make that shadow more darker closer to the black metal.
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I see what you mean, but I think thats the real time ambient occlusion in CryEngine2 as my ambient occlusion map didn't have much shadows around that area. Unless I have a funny base texture area.
just a quick update, I have unwrapped and made all the high polygon models and ambient occlusion for my pipes. Just finished the first texture, a friend of mine pointed out that it looks sort of like copper so I reduced the saturation a little on my base layer. Hopfully it still looks alright.
Oh and I sharpened the textures on my Canister, updated pictures on portfilo. Not very noticable but makes it pop a bit more in some areas.
EDIT: Does anyone have any advise on multiple pipes? I was thinking of giving them similar textures but using the same source could make it look repetative even if it would save time. I was may be even thinking about a completely different texture. But this might make the scene look disjointed and random. Looking at pictures online many pipe sections look different to there friends next to them. Hmm....