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Old 17-07-2009, 10:11 AM   #1 (permalink)
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Skamberin (3D) scribbles

HI ALL
Still learning a bit of everything with 3D.
As of now i do a bit of everything, but I eventually want to focus on texturing and/or Environmental art, and I will post such things here

Shadows of Lylat V-fighter texture, model NOT by me, it was made by DaBrain



Saw the model in their forum, time spent: 110 minutes, handpainted.

Buoy for a friends TF 2 map: 1590 tris, no texture yet:

Wire:


Hi poly "steampunk" clock (kind of redundant calling it steampunk :|)


not 100% similar :/

C&C welcome and such :0
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Last edited by Skamberin; 17-07-2009 at 10:42 AM.
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Old 17-07-2009, 12:10 PM   #2 (permalink)
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Hey man, it looks good, but the clock really stands out, i like it! If you want to practise texturing, i have quite a bit of untextured models (weapons), so i can post the max files here if you'd like.
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Old 20-07-2009, 06:44 AM   #3 (permalink)
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here is something older, model and unwrap was made by a friend, based on the XM8 assault rifle. It was my first ever weapon texture and my first ever texture done entirely without using photos
3Ds max viewport shots (using Xoliuls shader)



The normal map isn't particular strong, and the spec map isn't that good, because I didn't spend enough time on them, nor do I really know how to get the most out of them. I also felt that too strong a normal map might ruin the look of the gun, as it's supposed to be rather newish and not old and heavily used.

Map: original map size was 2048x2048, normal map was done with the nvidia normal map filter

I realize a lot more could have been done with the spec and normal map, and I will put way more time into that in the future, I'm kind of happy with the diffuse though.

Any constructive criticism is welcome
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Old 20-07-2009, 06:56 AM   #4 (permalink)
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I would spend more time on the diffuse as well.
Right now it feels very undefined and empty.
Also the texturesize could be reduced if you decide to keep the diffuse like this.
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Old 20-07-2009, 04:35 PM   #5 (permalink)
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Now that I look at it, you're absolutely right. Do you have any specific pointers on what I could do to improve it? Adding more wear might defeat its purpose of looking new, not so sure heh.
Thanks for the crit though
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Old 21-07-2009, 02:22 AM   #6 (permalink)
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You could try to add some photos as an overlay to help define the kind of material you are going for.
Render an AO pass on it to get the details out.
Also not sure if you were going for 100% accuracy but there are some details like the linework that is not in your texture.
Although i must say there isnt much that can make this weapon look good since it is pretty dull to start with.
Try to get those lines in and ridges and im sure it will look better already.
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