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Old 18-08-2008, 09:46 PM   #31 (permalink)
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Quote:
Originally Posted by Tiros View Post
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)
Thanks for the advice, I will definitely try some of that next time, this is my first one so I wasn't sure how long it would take me really. There are some pretty bad parts that I wish I could have fixed but I probably would have ran out of time. I look forward to the next competition, and I may try redoing this one outside the competition so I can use more time if needed.

My textures definitely don't pop as much as others ive seen already but that gives me something to work up to and get advice about. This is also the first time I have used a normal map so that was a good experience.

Just one question if you have time, what is AO?
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Old 19-08-2008, 09:18 AM   #32 (permalink)
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ambient occlusion.... look back a few posts someone points out how to render an AO map
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Old 19-08-2008, 09:27 AM   #33 (permalink)
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Beware of the ghost well!



Maps

Workflow:

First off I changed around the UV's a bit. I made some part share UV space so other parts could have some extra space. It was also nice to know what is what. And with someone elses UV work just goes slower.

Then I rendered out an AO map. What appeared to be suprisingly simple. There is a link to a tutorial about it posted early in this thread. I've put the AO render on top of everything and switched it on and off while working.

The diffuse was made by taking photo's from CGtextures and changing them around. Once again I added a bit of detail by bleding in some moss.

After the diffuse was done I took a rock texture and lay it on top of everything. Then I gave it a very opacity. This gave the diffuse a litte extra something that looks cool.

The spec was made by just desurating the diffuse and messing with the contrast. I simply used the marqee selection to select different parts and adjusted the contast and brightness on them

Because time was running out I just took the diffuse without AO layer through a Xnormal fliter to get the Normal map.
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Old 19-08-2008, 09:35 AM   #34 (permalink)
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@Tiros: replaced the dark render by a new brighter render in my entry post hope its better now
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Old 19-08-2008, 09:45 AM   #35 (permalink)
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TheCorey: That's a vast improvement from your last entry, and actually.. I don't quite got anything to crit

Perhaps the normals could've been a bit stronger on the roof and the stones.. and the maps sharpened up slightly. And the specular map could've been slightly more contrasty. And then just a minor detail to get a nice touch on the wood; adding weak highlights along the edges.

But, it really fits the "Ghost" theme. It's a nice touch you added with the cyan light aswell

Nice job!

Alonzo: Aye, it's better indeed. The roof was a tad dark, but that's no biggie

Cheers!

Last edited by Tiros; 19-08-2008 at 09:53 AM.
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Old 19-08-2008, 10:10 AM   #36 (permalink)
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TheCorey: looking very nice only crit i have is there are too many tiles on the roof which put the scall of the wholl object off.

If you look at Fleistad's entry you can see far fewer tiles used! ^_^
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Old 19-08-2008, 11:04 AM   #37 (permalink)
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Thanks for the critics!

I know the normal map can be done way better. I was running out of time on it. And it's pretty much the first time I used xNormal.

I'll keep those in mind. Although I think the spec is already quite contrasty. But highlighting the edges seems a good idea.

hmmm perhaps you are right, the tiles do look a bit small. Will keep it in mind.
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Old 19-08-2008, 11:38 AM   #38 (permalink)
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Here my entery, I know the roof not very good, but it had 3 other version and all looked worst and to change it again would of took me over the deadline.



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Old 19-08-2008, 12:21 PM   #39 (permalink)
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Looking good, though I would've gone for a less contrasty approach when using those different kinds of wood.. as right now one looks old and mossy while the other looks rather clean

Also, no specc map?

The normals could also have used a bit more strenght to define the bricks etc. rather than being a bit grainy and only having small details all over


So... I see 47 views on the model, but only 9 entries? Start workin' people, there's always something to learn

Cheers!

Last edited by Tiros; 21-08-2008 at 07:48 AM.
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Old 21-08-2008, 04:04 AM   #40 (permalink)
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Can maya users join?
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