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#1 (permalink) |
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New Member
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ZachG
Ive been busy as I've started working a games company last week, but didnt want to miss the opportunity to take part in the competitions. This is the result of 2.5 hours work mainly spent on texturing. Programs used were Max, Photoshop, and CrazyBump Beta. This is a WIP shot using Diff, Spec and Normal maps.
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#2 (permalink) |
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Industry Artist
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You have a solid base, but although you say most of the time went to texturing i still don't think you texture looks credible. The indside pannels look like wood, which is cool. But he outer frame looks weird. it has to much specular for just wood, but also to much color variations to look like metal. Also, the two parts don't seem to be connected. Some decay or dirt accumulation where the two connect can make alot of difference. (Photoshops Burn tool can do miracles here...)
If i were to pick, then i would pick the style of the inside pannels, and try to use that on the entire box. just my 2 cents... |
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#3 (permalink) |
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New Member
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Totally agree with doylle on this one. Not entirely sure what material you were aiming for on the frame, but looks like the wood has chipped away, and then there's metal underneath. Also, it appears you used the same center texture for all the sides (can't see all sides... I'm just assuming from the two matching ones), you may of wanted to do 3 different types of the center wood instead, then make each opposite face share the same UV space. As right now it may look a bit repetitive in-game.
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#5 (permalink) |
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Senior Member
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Wood looks awesome, love the specular on it. I agree on the frame though, it seems out of place with it's metal-like features (spec on silver paint too strong?). Maybe you also want to add some dirt/dust/etc. on the inside of the frame. Looking forward to more
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#6 (permalink) |
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New Member
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Thanks for the crit guys. The frame has been the only bit so far that I haven't had a good idea on what to do. The majority of the time spent texturing was on the wood panel, and not a lot on the frame as you can see
I'm going to redo it tonight so ill see what I come up with. |
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#8 (permalink) |
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Senior Member
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Materials are a lot more convincing now, good work. Although you still have a 100 polies to play with, it might be a little late at this point. The only thing holding you back now is a good render to sell to the judges. Play with perspective, throw in a skylight (at 0.1 or so) and maybe even push the normal map values a little within the material editor.
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#9 (permalink) |
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Senior Member
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Just noticed in the submission thread that I think your normals are inverted, which would mean the scratches come 'out', please correct me if I'm wrong though, the normal map is not so apparent on the render, like Requiem said, push the values up a tad.
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