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#1 (permalink) |
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New Member
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Centurian Tanker
Hello all, Its a pleasure for being a part of this forum. I'm new to the field of 3D gaming and its been almost an year since im venturing with maya. Im here to enhance my skill and shape myself as a better game asset artist.
To start with I played a bit modeling small objects like pen, table fan, drawing board with an easel, wooden cupboard with all daily used stuffs arranged in it and may more. I realized its time for me to start developing my 3D skills for the next level and hence I'm here with 1 of my latest maya work. Its a Centurion-M41 tanker, I had to go through a lot of internet R&D process in gathering references, text content and visuals. With all these references I have managed to come up with my first low poly model. I'm yet to make few final settings for the rendering and hence I'm posting a few screen shots. At some point I have used transparency alpha channels in my texture maps and hence its a bit transparent around the armors mounted on the tanker. I will be coming up with good set of renders very soon. Centurion-M31 Software Tools used - Maya2008 and Photoshop CS3 Poly count-10988 Tris Totally 4 texture maps of 2048x2048 pixels I request all my fellow pals to pass on few comments and critics which I believe helps me grow as a better artist. Thanks for visiting this thread. |
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| The Following User Says Thank You to 3dnirvana For This Useful Post: |
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#2 (permalink) |
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New Member
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This is a nice first crack at a game model of this size. It would be great to see some ambient occlusion baked into those textures. And unless this tank is hot off the assembly line.... come grundge, dirt and wear would also be a nice addition.
Keep it up! |
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| The Following 2 Users Say Thank You to dean_field For This Useful Post: |
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#4 (permalink) |
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New Member
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hi!
there is trouble in maya viewport with alpha.To avoid them, assign new material to geometry with alpha, so in viewport there no be those artifacts. In the end there will be 2 materials on this tank with and with out alpha. about texture i can say that it looks painted. -avoid of using solid white lines on the edges they need to be non regular. stronger near the cornes, and week in the middle -there is no dirt on your tank. -where is damage? scrathes, rust, maybe peeling paint(some where) -all metal is green. make some small metal parts darker or even black so this details add points of interest. -metal need color variation add something like that(http://cgtextures.com/texview.php?id...55676223c14475) on the metal with 5 -10% transperancy with overlay or color -rivets look cloned? to avoid this erase (with ~30% transperancy erase tool) some of them. -pay attantion on small details(rivets, lockers, metal seams) Обои рабочего стола · Техника · Военные · M1A1 Abrams Tank | Бесплатные фотообои 1024x768 http://www.historyofwar.org/Pictures/Centurion.jpg http://www.enemyforces.net/tanks/centurion.jpg PS If there grammatic mistakes in this text, well my english is not good ![]() PPS Yes! those strange link is available to Last edited by dedygan; 04-02-2010 at 01:58 PM. |
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| The Following User Says Thank You to dedygan For This Useful Post: |
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#5 (permalink) | |
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New Member
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Centurian Tanker
Quote:
Ya I admit with your suggestions, very soon I will be starting a new set of texture maps with a lot of grungy work on it. I have a common questions which has always been circling me, during my all time practice I have been manually hand painting gray maps and later overlaying them on the color maps with hand painted textures and texture images. Am I doing the right job, or is it an industrial standard to always have an ambient occlusion to be baked. My mentor suggests me not to look for easy ways during the learning stage, but I have tried ambient occlusion tutorials available in the tutorial section of game-artist.net and I have found it to be awesome. I just wanted to know whats the actual industrial standards, do they really spend hours of time hand painting gray maps or do they bake ambient occlusion maps and later carry on with the regular texturing techniques.
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Every child is an artist. The problem is how to remain an artist once he grows up-Pablo Picasso |
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#6 (permalink) | |
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New Member
![]() 16
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Centurian Tanker
Quote:
Hi Dedygan, You are the best, I have been trying to trouble shoot this issue of transparency in my view post since a long back. Ya strongly admit all your comments, and thank you so mach for the reference images. Very soon I will be starting with a new set of grungy textures. I didnt wanted to start off directly with a burnt out war ruined tanker, I guess what you suggest matters a lot. I shall be starting with a new set of texture maps with good references. Thanku for the concern, I appreciate it.
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Every child is an artist. The problem is how to remain an artist once he grows up-Pablo Picasso |
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| The Following 2 Users Say Thank You to 3dnirvana For This Useful Post: |
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#8 (permalink) |
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New Member
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"...burnt out war ruined tanker"
Actually i didnt mean solution like this. I meant that your tank need to looks "in use". On the battlefield or in the training center this is a matter of few details witch you`ll use. PS So, i`ll wait your next texture updates. Good luck |
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| The Following User Says Thank You to dedygan For This Useful Post: |
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#10 (permalink) |
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New Member
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Hi PredatorGSR and TheChan..... ya I admit that the textures are looking very plane. I don't know why?....Iam not able to gather the perfect render settings for it in Mental ray and hence I had to just go for view port screen shots to be posted in my thread. I would really appreciate if any of my pals could suggest me a preferable rendering settings in Mental ray. Presently iam going through some Mental ray tutorials, but still Iam weak in matching the perfect rendering out puts.
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Every child is an artist. The problem is how to remain an artist once he grows up-Pablo Picasso |
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