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#1 (permalink) |
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Freelancer
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A Sober Irishman's Sketchbook
Arlight, going back and retexturing recent work so I have something to put in my portfolio. I'd really love some critique on my texturing, especially on the quality of the maps and whether or not the resolution is appropriate for the prop.
All models are viewport screenshots using Xoliul's viewport shader, with bloom added in post production. Meat Stand, part of a butcher's stall at a market. ![]() ![]() Fruit Stand ![]() ![]() Table ![]() ![]() Updates should come pretty frequently as I texture more stuff over my holidays and in my free time. |
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#2 (permalink) |
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Senior Member
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a quick note about the fruit stand... first of all to me the scale of the mango is far too large in comparison to the bananas, but the main thing I would change about that is just to model the fruits themselves. You could extrude the stand inwards so I create an actual space where the fruits would go, and then model some very simple bananans and mangos and place them on near the top of the stand and use a modified texture of what you're using now just below them so it fills in any empty gaps underneath the fruits.
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#3 (permalink) |
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Senior Member
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ya you wouldnt even need to model all the fruit, just a hand full to fake depth. I think cod4 had a fruit stand in one of their levels you could check out, but it looks good other then the super flat fruit
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#4 (permalink) |
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Game Art Student
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I think you could get away with only having a normal map on the fruit plane. But what troubles me is the AO. I think one should always bake his AO because it adds so much detail and interest... Even for pieces that don't really require it, it's always good to have it there, burning your dark corners, calling attention to the big piece and adding variation to the texture. Even texture sheets look gorgeous with AO on
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#5 (permalink) |
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Industry Artist
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Also it looks like you added the fruit on the top layer.
Might be best to lower the inside so that the fruit lies deeper in the stands. With a good normalmap you can probably get away with it. And maybe you can add a couple of low poly bananas on top that stick out a bit. |
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| The Following User Says Thank You to Dennispls For This Useful Post: |
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#6 (permalink) |
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Freelancer
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Thanks for the crit guys, I do agree with all the stuff about the fruit stand, I will model some pieces of fruit to chuck in there to make it look better. I'll have to find somewhere to fit it on the texture page. Inside the black parts on the bottom left wood frame will probably work. The reason the fruit part is up so high is because I have texture stretching on the inside wooden parts where the fuit sits, and I was trying to hide it.
As for the AO, the fruit stand has it, and so does the meat stand, I just forgot to do it on the table. I do agree it adds a lot to the texture, all that lovely shading. I will post pics when I'm done, I'll also be texturing a dumpster in the next day or so. |
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#8 (permalink) |
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Freelancer
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Alright, another update, and this time it's not a crate!
![]() For this dumpster, I decided I'd have a go at creating a high poly version of the model and projection mapping the normal map, I think it worked pretty well for the first time I've done it. I thought it would be harder to do, turns out it's really simple haha. I then combined this with a height map made out of my diffuse in crazybump. C&C welcome as usual. I should have done something like this ages ago, already my texturing skills are improving. ![]() ![]() |
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#9 (permalink) |
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Freelancer
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Okay, here we go, another prop for my Havana scene, a boom box. I'm not really sure about this one, it doesn't seem quite right to me.
![]() ![]() And also, here is my entry for this week's speed texturing competition, which I am really happy with considering it's the first organic thing I've ever textured. ![]() ![]() Comments and criticism welcome as usual. |
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#10 (permalink) |
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Teenage Artist
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About time somone posted here,
You've got a good collection of work here. The new fruit looks a lot better, the only odd looking thing is where the fruit in the texture go pass the boundries of the box, if you mess around with the texture you should be able to get rid of that. The dumpster looks nice, but i tihnk with a few more details it could be a lot better. Add some details like recycle stickers and instructions on what not to put on there. Also as the texture is so grunged up perhaps adding some more damage to the model wouldnt go amiss. Also as the metal is painted around the edges take away some of the paint to show bare metal. The radio looks great, only the ariel looks wierd where it suddenly points out of the top, in the texture fake where the ariel would enter the radio, and add the usual hinge the arial has. The rock and tree stump look okay although I think the normals for both are the biggest issue, they feel far to bumpy and random, for natural props I find its best to use a highpoly. The texture for the rock feels too bare, to boring perhaps adding muck around the bottom where its been sat in the mud would make it look better, Hope this helps.
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