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Originally Posted by glynnsmith
Warape:
Concept: For me, there isn't enough subject variation in the seperate texture sheets. I would have liked to have seen more than just a wall texture; Possibly a floor or ceiling texture to bring it together. I don't think you'd have varying shapes of this nature as part of a wall design. If anything, I doubt a game dev team leader would allow you to spend 3 1024's on what's essential the same texture.
Maps: I think there's a lot more that could have been done with this. There's no real "texture" on most of these textures. The normal maps, especially, could have done with some more variation in surface detail. You could have run the wood texture (which looks like the age-old classic of motion-blurred noise) through crazybump and gotten something much nicer and more interesting. I know this is your first normal map effort, but for a 1024 texture, there isn't really all that much going on with any of the channels you've produced.
Final: For the most part, this submission feels a bit lifeless and plain, which is a shame. I feel that the final lighting setup doesn't really help and could have done with something to try and make it pop a touch more. For saying it's your first go normal mapping, it's not a bad entry, but it is a competition and I must, unfortunately, judge it as such. Don't let my comments discourage you. Keep it up!
Zeinthar:
Concept: You can tell that more than a bit of thought has gone into these textures. I do, however, think that the light marble floor clashes a bit with the other textures. In my opinion, for the set, a darker floor would have been more preferable.
Maps: As already said, as a set, I don't think the floor was a great idea. As seperates, I really like each one. The wallpaper is nicely done, the floor looks awesome and the molded wooden ceiling is executed really nicely, too. The breakers are also nicely done and add much needed variation into the scene. The only critique I can offer is that the treatment of your normal maps seem a bit weak, as opposed to the strength of your diffuse maps.
Final: The better presentation of the competition. A quick scene has been made, which is usually the best way to display scene textures, and the whole thing looks more professional as a result. As already mentioned, I don't think the normal maps are as strong as they could have been, and I think the lighting setup in the beauty shots could have been handled to really make the normals stand out. Even with that said, this is my favourite of the comp. Good stuff!
Cnflkt:
Concept: I like the idea behind these very much. Out of the other entries to the competition, this effort is a bit more out there and adventurous. I do find that it does lack beleiveability in the way it's constructed though. A lot of the parts of metal look to be molded into the same peice, which wouldn't be great as it'd weaken the structure. I'd expect this support structure to have loads of rivets, nuts and bolts holding it all together.
Maps: The main problem I have with the treatment of the maps is that the metal parts of the maps are made really well, but the execution of the rocks really lets it down. For the most part, the rock's specular looks to be generated from a tweaked diffuse, which makes the rocks look really shiny, when you'd expect them to be quite dull and non-reflective. Another problem I have with this entry is that each texture seems to be of a different style, Especially the first compared to the second, which has a kind of thick, dark outlining to the metal which makes it look rather strange.
Final: As with the other entries, I find that the lighting needed isn't really up to scratch for showing off the bump maps, which, for the second and third images, don't seem all that apparent. A cool idea for the entry, but it lacks the execution I would liked to have seen.
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