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#1 (permalink) |
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Frequenter
![]() 104
- 15
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The Andos Gallery
Ahoy!
Been looking to upload stuff here for a while, just handed in a load of work at university so got some time on my hands to finally get to it. First of all I would like that thank everyone here at games artists for the support and tutorials, I have learned an unbelievable amount since joining recently and it’s all thanks to this sharing community! This is my first project with my new workflow so please crit nice, I’ve done a little architectural work in the past and some pretty crappy models but since I came here and discovered viewport shaders, normal maps and specular I haven’t looked back! Big ups to Doylle for this viewport renderer, loving it! I made up this crate for an industrial scene fps, used it to experiment and learn Photoshop painting and brushes (tho its a little more photo based than I would like), crazy bump and max lighting set ups. Bit of a means to an end but a worthwhile start to my new online sketchbook. All crits welcome.... ![]() ![]() ![]() ![]() ![]() |
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#2 (permalink) |
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Freelancer
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What's up with the segments running along with the flat surfaces? I don't see any point for them being there at all :/
Other than that it's looking quite good though. Might want to work a little on the material definition. Also, don't do crates, they tend to kill threads unless they're some kind of awesome uber-advanced sci-fi crates ![]()
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- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits |
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| The Following User Says Thank You to Tiros For This Useful Post: |
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#3 (permalink) |
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Frequenter
![]() 104
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Thanks for the quick reply!
I know crates are so lame but you gotta start somewhere right! Have I used too many polys? I was under the impression that an equally devided geometry was good practise. Might try and trim it down a bit, shave a few off if thats better. |
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#4 (permalink) |
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Amateur Artist
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You only have to divide your models like that if you are taking them into zbrush or mudbox.
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Environment artist - Portfolio |
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#5 (permalink) |
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Frequenter
![]() 104
- 15
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Dont wanna kill my sketchbook with a boring crate so here's a few more bits iv been on recentley. Got this art test for a games company near me, great fun to model off the references havent decided what way to go for the texturing yet tho. Only got 1024x1024 for the entire building. Wanna try and get my photo usage down and hand texturing skills up!
@TheCorey - I did think about taking it into Zbrush and bashing the metal about a bit ![]() ![]() ![]() |
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#6 (permalink) |
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Frequenter
![]() 104
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Small W.I.P Since I havent update in a while, cant decide where to go with it next. Been texturing it up for a while but its a mish-mash of too many sources to be a coherent work just want to learn more hand painting techniques! Its less than 500 polys and on a 1K texture so its nice and light.
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#7 (permalink) |
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Senior Member
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That box is very shiny... think about the properties of surfaces when working with specular maps. It may look cool on first glance, but after that its very disjointed in reflection to the real world. Those metal parts on the box also look like concreate. I'm still lost as to if there suposed to be metal or not? It seems very odd to make a metal and wood box, kind of defeats the point of it been made out of wood in the first place.
With your building look into segmenting it, may be tihnk about tileable textures to get some of that fidelity back.
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Environment Artist - Portfolio |
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| The Following User Says Thank You to IchII3D For This Useful Post: |
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#8 (permalink) |
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Frequenter
![]() 104
- 15
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Cheers IchII! Good feedback, really like your work man! I think with experience comes subtlety with early pieces you feel compelled to max out all details because you want prove you can do it, hence the metal (concrete?) wood, paint, high spec mega normals. I’m learning to try and balance them out but it’s a learning curve. I considered tiling the building but for some reason didn’t, probably forgot! Next time for sure.
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