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#1 (permalink) |
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Senior Member
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Sci-fi texture
yo guys!
First of all, sorry for the topic name, but I didn't knew what else to call this!My initial idea, was to make a sci-fi / high tech texture, for a wall or a pillar. So, i got started modeling the high poly, and ran through the usual workflow until i got to the final piece! 'njoy and drop some some crits! ![]() ![]() High Poly: ![]() |
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#3 (permalink) |
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Game Art Student
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Snake it's rendered in Marmoset. Says on the bottom left of the first image.
The paint wear seems really randomly overdone imo. Those stripes in the middle are peeled yet the paint underneath is not even affected. Plus how saturated the paint is and the electric sticker warning thing is really under saturated. I mean if they received the same wear and tear they should be equal in saturation for things like metal. I think that those parts in the mid could have been modeled to give a better silhouette, but still looks good anyway. It looks pretty good and the normals came out great. Maybe you rushed a bit too quickly though. Could have come out with some improvements. Remember just because it looks great doesn't mean you can't spend a little extra time and make it look amazing. |
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#4 (permalink) |
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Senior Member
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Nice little texture, my only crit would be that paint is very singular in how its been worn. Its pretty much on or off with the same brush used to do it. I personally would go and get a scratch texture and use a lighten or darken overlay on it, mess with the levels a bit then use that in your mask channel. Basiclly meaning, get a complicated texture, level it to find the areas you want to keep and might work well, merge it down then greyscale it, crank up the levels again so your getting a black and white effect but still have some gradient. Then throw it in the mask of your paint, add a outer noise to that mask giving it a bit more of a broken effect. Then just go back to the original scratch texture and play with it until you feel your using the amount of surface detail you need.
Hmmm, I hope that made sense... EDIT: Oh ye and a nice way to do metal also is to put most of its detail in the specular map, rather than the diffuse. Although its obvious the diffuse is going to need some detail. Just give your specular high contrast. EDIT2: Forgot to add, work on those painted stripes as well. They look very line tool!
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Environment Artist - Portfolio Last edited by IchII3D; 14-06-2009 at 04:59 AM. |
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#7 (permalink) |
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Senior Member
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Hey there everyone! Thank you very much for the replies!
Yes, the render is indeed in marmoset toolbag, which is definitely the best app I had ever used to visualized props and textures, totally recommend it to everyone! ![]() I did tried a few new techniques on this piece, some of them were ok, some others were so-so, like the green stripes, eh eh. psychodaddy, bloom is tweakable inside marmoset! ![]() fabiodan, obrigado! ![]() You can see some of the tuts and stuff I used to learn those techniques, here: Environment Art ~ Sci-fi Assets @ Hélder Pinto ~ hP |
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#8 (permalink) |
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Freelancer
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IchII3D - spot on, sir. I agree.
I started typing it up and found it too difficult to explain, so I grabbed some images to help. Here is my review.
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Old age and trickery will always overcome youth and ambition. |
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| The Following 2 Users Say Thank You to Dregs For This Useful Post: |
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#9 (permalink) | |
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Senior Member
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Quote:
Anyways, thanks for that little review, I've been a little bored so I might do a piece like this in the future, and I'll most likely keep that in mind!Thanks a bunch! |
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