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#11 (permalink) |
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New Artist
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I like it.
i just want to add that the top of the truck could use a bit more weathering in the paint, like thinning out and cracking from sun and moisture exposure. some grit around door handles and the tires could have a bit more more dirt and less spec, the tires look showroom ready. and on the back the dirt has accumulated and youv brushed some away from the handles, it looks photoshopy, if thats a word. i think there should be more grit not less in that region. Good stuff. Peace out |
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#12 (permalink) |
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Senior Artist
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All stated the real obvious crits, so heres the down right picky shit. If you want 100% accuracy, the name of the Street in Bronx is White Plains Rd, White Plain Rd doesn't exist. Ohhh, and on the right side of the door you your missing a "d" in your Rd.
Other than the above, its nice man, pretty believable.Last edited by ShoT; 01-23-2008 at 11:49 PM. Reason: Hideous spellin error |
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#13 (permalink) |
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New Artist
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real life...
SHoT:
I love your picky shit! Well you know, in games they sometimes even change the name from New York City to Liberty City, so yeah, 'picky' might be right... But anyway, just to proof you're right I attached a photo I took on my last trip to NY. ![]() ![]() As I said, love your crit, thanks for taking such a deep and 'picky' look to my work! btw: the 'D' on the right side is missing by purpose, if you take a closer look you'll see that there is still a light-grey 'D' on the door, not the sticker, but the sticker's glue. |
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#15 (permalink) |
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New Artist
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tyre texture
@snake85027:
Well, the idea is pretty simple, the tricky part is to do it seamless; first I grabbed a reference pic from a tyre-cap and cut out a part with not to much gradients. This I copied to many pieces and stiched it together. The wall is basically a photo, but I had to play around with it to get out gradients and shadows. Then I made the colors of the edges of the cap and the wall fit together (to get rid of breaks in the seams). Now I had a fairly plain and homogeneous diffuse of the tyre-surface. Now comes the part that makes it more plastically: I took the diffuse and manipulated the contrast and lightness with 0% saturation to get an image with 100% white for the parts coming out of the tyre-profile and 100% black for the area going in. Using this as a bump-map supports the lighing and makes it voluminous. The important thing in the whole process is to keep it clean, retouch gradients, shadows, etc to get a plain texture (the shader should do the lighting, not the texture ). Hope this helps you, rgds pat Last edited by patsy; 01-31-2008 at 07:27 AM. Reason: miss-spelling |
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