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#21 (permalink) |
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Freelancer
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It's never to late to change your render/presentation aslong as the vote ain't up
![]() And for the lighting setup, it's usually good to go with one headlight and a backup-light.. additionally you might want to go for a third to brighten up some dark places, but two should be enough. First off, take the headlight.. I go with a simple omni and place it so that it illuminates the model from the top-right corner, preferably at a pretty steep angle to bring forward the normals. Then I place another one in midheight on the lef side, giving it a rather weak light, just so that it brightens up the dark areas a bit. Then I enable shadows for both of them, setting the shadow density for the head-light to 0.3, and 0 on the other one. And then it's done ![]() Preferably you'd want to use two contrasting lights to make it more intresting and bring forth the depth of the normal. ie. Orange / Blue. /Edit: To clarify, I made a small paintover of my current lighting setup. Don't follow this as some kind of rule with the exact values.. I always experiment a bit withcolours and different multiplier values.. but this was a good enough one for this model ![]() ![]() As you see, this lightingsetup wasn't perfect either though, it could actually have been better off with a fourth light to give the left model some more orange-tinted colour on the roof. Cheers!
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- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits Last edited by Tiros; 18-08-2008 at 04:46 PM. |
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#22 (permalink) |
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New Member
![]() 51
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This is my first entry into this competition and my first time I have ever "finished" texturing an object completely. I am pretty proud of myself even though I will be blown away by others
any criitiques are welcome, I was working pretty fast (I am slow ) so my maps are pretty messy.I used textures off of CG textures to give them credit. I used a wood plank one for the roof and stone one for the well, I was going to do stones the whole way around the circle, but soon realized it would take me too long to match the bricks up. Oh well maybe when I get better. wellrender.jpg id load my maps but they were 4 mb. |
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#23 (permalink) |
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Freelancer
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As it is now, I'm afraid I can't really allow this entry
![]() You should render it out as a 800x600 or 600x800px image.. and you have to post the maps aswell. Save them as jpg's and use the "Save for web" to get them around/below 200kb. I'm guessing you made it small since you didn't like the texture.. it's quite a common thing.. either making it small or leave a lot of empty space in the render.. but if you do, we won't really be able to help you as we can't see anything of it ![]() Cheers!
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- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits |
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#24 (permalink) | |
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New Member
![]() 51
- 6
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Quote:
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#26 (permalink) |
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New Member
![]() 51
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I am going to retry posting this, I think the problem was that my first file was in png format:
main one (non png format this time) ![]() wellmain.jpg Diffuse Map I used texture.jpg Normal Map I used normal.jpg Used this one for the secondary bump, and specular map, although I am not sure if it really did any good. bump.jpg Just one by itself well1.jpg |
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#27 (permalink) |
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Freelancer
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Ah, well.. try to remember though, 800x600 or 600x800, or I'll have to crop and fix it myself
![]() As for the textures. I think you've gone a bit too straightforward on the photoreferencing, there's also some pretty nasty seams in there on the wooden parts, guess it's alright as they're placed at corners though. My tip for you would be trying to edit the bases a bit more, adding your own unique style to it.. and getting in small details, subtle aswell as contrasty and eye-catching ![]() Also, an AO would add some intresting shadows to it ![]() Cheers! (yay, post #1000)
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- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits Last edited by Tiros; 18-08-2008 at 10:12 PM. |
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#29 (permalink) |
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Freelancer
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Biery: Don't worry mate, the textures are fine as they is.. I wrote that while you were uploading them and didn't see the maps, and so I updated it, so you might wanna read it again
![]() And one can delete attachments, but there's no need to in this case. Slip: That's a nice improvement right there ![]() The normals came out much more well-pronounced and made this piece pop. Although, the stone-texture is looking a bit too busy and so the pattern of the normals/carving gets hard to read ![]() But, since you're out of time, changing the texture itself won't be an option I'm afraid. But keep it in mind until next time ![]() Cheers!
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- Temp Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits Last edited by Tiros; 18-08-2008 at 10:08 PM. |
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