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#1 (permalink) |
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Freelancer
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Tiros - Sketchbook Thread
Visit last page for newer stuff, this is old! ![]() Well then, finally GA is up again, have been meaning to put this model on here for a while now to get some crits. I figured just having a rts building and a skull sculpt on my portfolio won't really do, and It's about time I put something on there.. so I decided to start modeling some props and stuff to fill it out. Hopefully I'll be able to create a few rooms or some sort of enviorments when I'm done. But right now, all I got is a TFT screen ![]() I mainly want crits for the texture, but if you got something to point out about the model, I'd be happy to hear, yet I'm not sure I'll actually change it unless it is a major "must change" thingy ![]() Oh, and one more thing, is it okay using the LG company logo? Or would I have to change it into something else perhaps? ![]() __________________________________________________ _____________________ So far I don't consider it quite done yet, but I'd like to hear your points at it before continuing further. 348 Tris ![]() ![]() http://img155.imageshack.us/img155/2181/wirepy3.jpg http://img155.imageshack.us/img155/1582/wire2uk3.jpg Cheers
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- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits Last edited by Tiros; 01-12-2008 at 02:10 PM. |
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#4 (permalink) |
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Freelancer
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UnsteadyTeddy: Thanks, I'll get that fixed
![]() Flakk: Nope, all of it is pretty much just simple colors with a bit of grunge and a slightly grainy and bright specular. Nothing on there is actually photosourced except from the screen-picture that is ![]() Texturing plastic is really a pain sometimes.. had no idea how to go about doing this one either, but simply tested a few things and looked in max to see how it turned out.. and it came out pretty well ![]() Cheers
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- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits |
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#5 (permalink) |
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Freelancer
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Tiny update:
- Added screws - Moved the logo and note on the back - Reduced tricount on the back stand Did however not change the triangulation of the base seeing as it actually increased the tricount by.. hmm.. 2 or something ![]() ![]() Still eager for crits on the texture, aswell as any ideas of hwo to make this model more intresting ![]() Cheers
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- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits |
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#7 (permalink) |
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Freelancer
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The grooves are Normal mapped, then filled the holes with black colour on the diffuse to make them look like they're actually holes
![]() Hmm, might be right, I'm not entierly sure what count to aim for.. Some games got really high polycounts.. some got realy low... portfolio pieces got? *shrugs* __________________________________________________ _____ Diffuse Normals Specular Got a self-illumination on there aswell, but it's only temporary and not worth mentioning ![]() Cheers
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- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits |
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#8 (permalink) |
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Freelancer
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Working on my second piece for this set of props. So far, I've got a highpoly from which I baked some normals. I got the lowpoly done and unwrapped, and some additional normals for the back which were created by painting a heightmap in PS and then ran through Crazybump.
The model has 76 Tris. And sorry for the bad renders.. but I were kinda lazy... and sorry for the damn frame.. but I like it ![]() If anyone wants to see a render without the wire on, just ask and I'll get one for ya. ![]() ![]() Normals Were thinking of increasing the strenght of the normals on the front, but not sure if it'll turn out well. Don't think I can get much more detail into it considering that it's just a 1024x1024 map. Now then, bring on those sweet crits! ![]() Cheers
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- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits |
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#10 (permalink) |
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Freelancer
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Ah.. I tried thqat aswell... but that's definetly wrong! :s
If your lowpoly is all in one SG, then your smoothing errors will be projected onto the normal, and it looks horrible... So, one should try using the smoothing groups one want for the final product aswell as when baking normals. It is true though that hard edges around a rounded corner will make the projection rays miss certain areas, but it will help you get rid of smoothing errors. So for hard edges, it is definetly better to use different SG's. That just made me remember something I havn't said yet by the way... it might seems a bit too much having three edges at the rounded corners, but if I didn't have three edges there it'd create a nasty smoothing error.. so that's why ![]() And about the highpoly, sure thing, just a sec! *renders and uploads images* ![]() ![]() Cheers!
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- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits Last edited by Tiros; 29-03-2008 at 05:51 AM. |
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| adam, environment art, fransson, sketchbook, tiros |
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