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Old 07-12-2012, 02:31 PM   #11 (permalink)
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Really great work. My crits are mainly with the presentation. Try to get some better rim-lighting in there. You have so many objects in this asset that they look cluttered in even lighting. A few well-placed rim lights could accentuate chosen curves of the tools and toolbox to create a more dynamic presentation.

Also, lose the greentooth sticker (strong personal preference). So many people do it these days that, unless hidden in-game, it really distracts me from ANY art asset created. Also makes no sense in relation to the asset, which goes against the main goal of a texture. On that note, I'd say lose all but one of the stickers, and peel that one off or distort it so it doesn't look so clean and perfect. They don't fit atm, being in tip-top shape.
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Old 08-12-2012, 11:08 AM   #12 (permalink)
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I forgot to mention in my post that the stickers are not done yet there just placed in there for now they need to be roughed up abit as they really done fit in with the piece at the moment. I will ditch greentooth as your right he really doesnt tie in with this asset. Have had some other comments about the lighting aswell so will work on some better lighting for the next shots.
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Old 10-12-2012, 04:13 PM   #13 (permalink)
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Another update on the textures unless anyone has any crits I think im nearly there with them. Still need to work on the render as im not happy with it yet but thought id just show where im at with the textures.



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Old 12-12-2012, 12:14 PM   #14 (permalink)
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Right think im calling this done, still think the render could be improved but im running out of ideas now. Was a fun little project and quite happy with the results. Final tri count for the toolbox containing everything is 3538





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Old 12-12-2012, 12:21 PM   #15 (permalink)
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Nice work, Mole! I especially like what you did with the stickers, as I can picture the exact person this toolbox belongs too (this belongs to my brother-in-law :P). Very well done. I'm envious of your skills with materials btw!

Only real critique I would have is for the lighting (again) in the render. The bold spotlights on the outside aren't complementing the hard work you've put it. That's kind of nitpicky, though. Also, turning a few tools in those drawers ever-so-slightly would add some spice to the composition. I should have mentioned that on your last update. No biggie
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Old 12-12-2012, 12:34 PM   #16 (permalink)
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Thanks Polygoblin Lighting is something i really need to work on as its not one of my stronger skills and it lets down my work right at the end. As for the materials its just a hell of a lot of tweaking till you find whats just right, then that usually ends up changing a few times. As for the turning of the tools any in particular your referring too or just move them all about a little?
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Old 21-03-2013, 06:52 PM   #17 (permalink)
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Have not updated this thread lately as I have been working on some freelance stuff. But started on a little side project to got some practice at modeling so higher detail more complex stuff in Maya. Only high polys so far, all modeling done in Maya just thrown into Zbrush for a quick and easy render.




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Old 21-03-2013, 07:38 PM   #18 (permalink)
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Looking ace
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Old 22-03-2013, 03:29 AM   #19 (permalink)
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Nice details! You should check out V-Ray for Maya, you can get some pretty sweet results without having to mess around with the renderer's settings, especially with the pieces you have here - I'm sure they'd look great
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Old 22-03-2013, 08:51 AM   #20 (permalink)
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Cheers guys, will have to check out V-Ray I always find getting nice high poly renders difficult so normally just throw them in Zbrush so hopefully this will help!
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