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#3 (permalink) |
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Forum Leader
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Looks like a descent start. Though I do have some things. It could do with some more polies, specially the round logo. Make an alpha render to look at the silhoutte, if it's not to blocky and sharp. Now a days you can use some more polies
I wonder what the polycount is?!Also I would up the resolution of the texture, maybe doing a 1024x1024 color map, 1024x1024 normal map and a 512x512 specular map. Just some thoughts. Good job so far and keep us posted!!
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http://www.joukejantimmermans.nl |
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#4 (permalink) |
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New Member
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For a portfolio piece you could use 1024 maps, but for actually functioning in a shipping game, you'd be lucky to have that at 512. and a normal at 256.
Great start, can't wait to see more. ![]() -killer Last edited by joukejan; 15-11-2011 at 02:02 AM. |
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#5 (permalink) |
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Frequenter
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I would suggest that if you're making an entire scene, to block it all out first before creating details like this. You'd probaby get a better sense in colors and whatnot.
Also, are you aiming for a 3rd person or fps game? Deciding on that helps in deciding texture resolutions and polycount. Good luck and keep it coming |
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#6 (permalink) |
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Senior Member
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I'd certainly improve the silhouette, especially the top, as mentioned and the loop of the gas hose. The grey base seems a bit redundant to me I'd make it either read more clearly or delete it entirely.
As for the texture I'd try and work at a pretty large scale 1024 or even 2048 so long as you don't start putting in 1px line scratches when you downscale you won't lose anything and it will make it much clearer |
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#8 (permalink) |
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Senior Member
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Nice progress so far. Some quick notes:
- The texture needs to be hi-res at such close shots. In a game it depends how close the player can get. - Reduce the amount of rust and put it in places where the metal gets exposed most. - The color needs to be desaturated at key places. By key places i mean where natural wear and tear occurs. - You can add some moss (very subtle) at the base areas. - Some small details like grafitti, labels stickers etc can give it a nice look. - Do you have a spec map there? Use normals and specs. Can improve a lot. - Finally I highly recommend a game engine for the renders. It can look a whole lot different. Thanks
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3D Artist - Gameloft - Toronto my online portfolio VANARTS Unearthly challenge page - scroll down to middle |
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#10 (permalink) |
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New Member
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thx sgv3dmax
-yes the texture has a spec and normal map, but on the pictures it has the old spec. -i tried to render some stuff with unity but with the standard materials you cant use a spec and taransparency map at the same time -.- last weekend i bought a new pc so i need some time to post some new stuff peace ![]() |
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