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#1 (permalink) |
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Senior Member
![]() 156
- 23
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I figured I would have to start one of these eventually. Was looking over my portfolio today and decided that I need to change things up a bit. My western modular package needed some work, I am probably going to add more geometry (roof + more set props), re-texture parts (those damn lanterns, barrels, overall touchups), general fix it up. Then I plan on making into more of a story and scene rather then just having a western house on a platter all by itself.
C&C always welcome ![]() ![]() |
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#3 (permalink) |
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Senior Member
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pretty good work so far! a few tips though;
-the metal wraps on the barrels are far too thick, and the rust doesnt look very realistically placed -everything seems to be at perfect 90degree angles, which is throwing off a bit of the realism -the flag is bothering me for some reason. i think it needs some sort of symbol on it but its looking nice, certainly has a lot of potential! keep at it
__________________
Matthew Dale- Aspiring Game Artist Springfield College/Gnomon School of Visual Effects My Portfolio My Sketchbook Thread |
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#4 (permalink) |
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Senior Member
![]() 156
- 23
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mdale13: thank you for the crits, much appreciated.
You are right about the perfect 90 degree angles everywhere, it certainly does look a little too perfect, especially for this subject. I have to go for that "imperfection pass," Adam Bromwell started a really cool thread on this over on polycount, Adam's thread on the imperfection pass, i'll go back and re-read that and apply it to my work. should be interesting. I agree about the barrels, they just bother me in general, I will probably be redoing them completely, not to mention something is up with their normals. Yeah I will definitely get something on that flag as well. |
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#6 (permalink) |
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Administrator
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I don't know if it's the lighting, texture or shader that does it but in the daytime shots, the boards look almost like they've had their edges highlighted. Especially on the second floor. Makes it look almost metalic. The second and third image are good examples.
Apart from that it looks really good |
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#7 (permalink) |
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Senior Member
![]() 156
- 23
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Hey all, it has been a long time as I have been really busy with other stuff, but I want to dive in to a new environment and was hoping to get some help from you all. I did a quick block in and paintover, but I am a bit overwhelmed thinking about how to go about accomplishing this. I really want to do this like those working in the industry and my usual process is just unwrapping everything onto a couple 1024x1024s and texturing them individually, but i was hoping this time to utilize tiling textures. Here is my paintover and ill try to explain what i mean.
![]() How should i go about breaking this up? Would it be smart to still just unwrap the whole facade of the garage onto one sheet and texture it as one big piece with both doors and all unwrapped with it on there? Or should I somehow utilize small portions of a texture like a white brick section, red brick section, and blue section and then cut my model up on top of that to tile it? Is there someway i should try to make the facade modular instead and then utilize the tiling textures? I guess honestly im just confused on the proper construction and texturing methods to use, please bare with me and thanks in advance for any tips, i could really use some help here. How would you guys go about constructing something like my scene here? |
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