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Old 18-08-2008, 04:33 PM   #21 (permalink)
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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!

Last edited by Tiros; 18-08-2008 at 04:46 PM.
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Old 18-08-2008, 08:39 PM   #22 (permalink)
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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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Old 18-08-2008, 08:51 PM   #23 (permalink)
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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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Old 18-08-2008, 09:37 PM   #24 (permalink)
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Quote:
Originally Posted by Tiros View Post
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!
Actually i am not sure why it was downsized, the file was a 1100x1222 when I uploaded it. I will try to compress my maps if thats okay
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Old 18-08-2008, 09:42 PM   #25 (permalink)
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I changed the render and lighting set up, looks a little better.



I had the normals set to 30, now I put them at 120.
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Old 18-08-2008, 09:50 PM   #26 (permalink)
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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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Old 18-08-2008, 09:51 PM   #27 (permalink)
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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)

Last edited by Tiros; 18-08-2008 at 10:12 PM.
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Old 18-08-2008, 09:55 PM   #28 (permalink)
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Quote:
Originally Posted by Tiros View Post
Ah, well.. try to remember though, 800x600 or 600x800.

What texture-size are you using btw? You could shrink the textures a bit before putting them together.. as in my case I think i shrunk em to about 512x512.. the original maps being 1024x1024.
Ill have to remember that, I uploaded everything again before I read this. If you want me to change them let me know, but I dont' think you can delete attachments once they are on your post.
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Old 18-08-2008, 09:59 PM   #29 (permalink)
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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!

Last edited by Tiros; 18-08-2008 at 10:08 PM.
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Old 18-08-2008, 10:27 PM   #30 (permalink)
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Lets see how I fare in this comp! I definitely need more practice texturing, so I figured this would be the place to do it.



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