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Old 15-07-2009, 09:04 AM   #21 (permalink)
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Dieone, I'm still trying to get lighting my models properly. I use the light setup inside of max for unreal 3 but they had different look to them. Using three omni lights each, in roughly the same location, color and strength.

As for filling the cabinets with stuff, i don;t think so. I might just move on to another object to do while still messing around with the lighting for my cabinet.
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Old 19-07-2009, 02:34 PM   #22 (permalink)
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Modeled and textured a flashlight sitting under my workspace. Also imported it into unreal 3.

.: Texture Maps :.
-link-

.: Inside 3Ds Max :.


.: Inside Unreal 3 :.
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Old 19-07-2009, 06:35 PM   #23 (permalink)
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That flashlight is looking good man.

From what I can see it looks like the texture work has more potential. I think at this point, however, its really just suffering from your lighting setup. Since you're using normal maps and there is no lighting painted onto the diffuse you need to get those lights working to show off the form.

I noticed it in your filing cabinet screens as well, and you mention having trouble with your lighting in the last post. It would definitely help make your pieces pop if you were able to take a day or so and try to get a nice lighting setup that shows your work off the best.

Good work though, looking forward to more
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Old 19-07-2009, 07:14 PM   #24 (permalink)
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:P Sorry, but I can't give you any advice, just passing by to say that I like it and yes.. in my opinion you've gotten better at the metal
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Old 04-08-2009, 10:32 PM   #25 (permalink)
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Quick object I did up. Was busy with various things over the weekend. Quick texture before I go to bed, I think it looks a bit to much like concrete but that might the leaky grunge on it giving that effect. Or I could just be staring at it to long. NOTE: Still working on the texturing.

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Old 05-08-2009, 07:32 AM   #26 (permalink)
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i know you're still working on it, but i think this piece could benifit from you adding more detail into the texture. an object like this would be constructed out of lots of sheets of metal so adding in lots of rivets and braces would help a lot.

making the roof appear to be a different material or a different colour would help as it keeps the eye interested as atm it's quite monotone. things like making the pipe a different colour would be help this. perhaps if the supports were made from wood rather than metal would be a nice varient.

the model itself looks quite crisp. pulling some of the verts around a fraction will help make the shape and shillouette (never know if i spell that right :s) much more interesting

i do like objects like this though, keep up the good work!
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Old 05-08-2009, 02:06 PM   #27 (permalink)
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Added some rivets and color. Adjusted the specular map for it.

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Old 05-09-2009, 11:42 AM   #28 (permalink)
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Name: Peter Aldred
eMail: pAldred@compnext.com
Tri Count: 920
Textures: 1024x1024 Diffuse, Normal, and Specular



Wireframe: link

Texture Maps: link

In Unreal 3: link
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Old 19-12-2009, 03:36 PM   #29 (permalink)
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Both textures use the same diffuse map. They only use three maps. A diffuse, two normals. Yet the material has diffuse, specular, normal, and for the bottom a glow map!

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