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#1812 (permalink) |
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Frequenter
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jo donoteat,
modeling works and can be used in a game i think. although not very detailed, but it depends on the concept and type of game, what the bridge should come along. if you come near to it in a FPS it could be more detailed...some people use ~1200 polys or ~2400 tris for big single props.. texturing is not final yet, is suppose. when rendering outdoor WIP it could help to use a light blue background, or even a gradient. @Xerxes yes looks nice in the engine! a bit too black overall. use some lighter backgr. color. the tiles are too bumpy and too less reflective. ceramic tiles would not splinter that way. seems you made the normal out of the diffuse. if you do that, then first prepare the diffuse , for not every black spot becomes a cavity. i would remove the much darker tiles, or arrange them to a motivated build pattern. |
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#1814 (permalink) |
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Senior Member
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I like the texture on the pillar, but the rounded tiles on the corners are a bit mhmm... Usually when I've seen this kind of pillars, the corners have been just concrete, and the tiles are just decorations on the sides of the pillar..
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zbang! Ghar'nfgh! Vhlaar mnigh ghar'nfgh ikah mlatf a'tafhg'hash! |
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#1816 (permalink) |
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Industry Artist
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For the tile, I would start with a normal generated off of something like this, so you'd get some nice, large form detail. Then, using reflection (which should be masked by the grout and grunge), the normal would look quite nice. Only put more detail in the normal in some of the corners perhaps, or the grout areas, as you don't want the reflection being disturbed with small, noisy patterns.
The diffuse is looking interesting and quite nice, however. ![]() Last edited by Jonathan; 04-08-2009 at 02:55 PM. |
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#1819 (permalink) | |
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New Member
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Quote:
and add some highlights (and some subtle burns to your diffuse) to make the upper parts of the nunchuck and wiimote have some fake glossiness (that is if you're only making the diffuse map) |
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