| =728; =90; ?> | ||||||||||||||
|
||||||||||||||
|
|
=172; =90; ?> | ||||||
| Register | FAQ | Forum Rules | Members List | Calendar | Mark Forums Read |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#31 (permalink) | |
|
New Member
![]() 51
- 2
|
Quote:
![]() 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? |
|
|
|
|
|
#33 (permalink) |
|
Amateur Artist
|
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. |
|
|
|
|
#35 (permalink) |
|
Multi-Award Winner
|
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!
__________________
- My Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits Last edited by Tiros; 19-08-2008 at 09:53 AM. |
|
|
|
|
#37 (permalink) |
|
Amateur Artist
|
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. |
|
|
|
|
#39 (permalink) |
|
Multi-Award Winner
|
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!
__________________
- My Portfolio | Sketchbook Thread | Spec/Normals Tutorial | Metal Base Tutorial - Supporter of good crits Last edited by Tiros; 21-08-2008 at 07:48 AM. |
|
|
|
|
#40 (permalink) |
|
Game Art Student
![]() 58
- 4
|
Can maya users join?
__________________
Psalm 14:1 The fool hath said in his heart, There is no God. ...Art shouts Artist... Constructive Criticism
|
|
|
| Bookmarks | |||
Digg
|
del.icio.us
|
StumbleUpon
|
Google
|
| Thread Tools | |
| Display Modes | |