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#1 (permalink) |
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New Artist
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Damaged Pillar
This is my first post on this forum so please be gentle
.For which Engine - CryEngine 2 Current Polycount - 7442 Max Polycount - 7442 Texture Size - 1024 Description of background information on piece - Just practicing game content creation. Where are you looking to receive criticism - improvement _________________________________________________
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Knowledge Is Power Last edited by espence; 10-10-2008 at 10:19 PM. |
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#2 (permalink) |
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New Artist
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Looking good, but you need to make up with yourself what kind of materials you are trying to make, because it seems like you are in a limbo of bricks and concrete (or stone, looks not quite like concrete).
And you might want to dirt up the black wire. Dont know if you already have specular map on, or else you need to tone it down on the pipe, its a bit too shiny for rust. |
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#3 (permalink) |
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Senior Artist
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Out of curiosity have you gotten the whole Eat 3d tutorial on this or were you using it as a concept to work from?
You have an ok start on your metal texture, but its heavily uniform and the rust blankets as if its orange spray paint rather than real rust, look on CG textures for some actuall rust samples and work it into the edges and connections where its likely to build up. I'm seeing a brick looking texture on top of your concrete and it is entirely out of place, you need to work on a pure concrete texture bricks wont work with that model. Also, wile the chunks are heavily deteriorated they should have a defining edge that will distinguish the surface and bashed and eroded innards of the concrete. The pipe inside of the concrete just strikes me as odd, I've never seen a situation where that would be used, in all forms of concrete construction, its reinforced with rebar or just concrete alone |
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#4 (permalink) |
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New Artist
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Hi I do have the Eat3D tutorial but I wanted to create my own and used his tute as a guide.
I changed the model and texture based on your recommendations so please let me know what you think of it now. Thank you ![]()
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Knowledge Is Power Last edited by espence; 10-10-2008 at 10:17 PM. |
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#5 (permalink) |
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Game-Artist.net Admin
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you have a solid start there, especially on the pipe, but the rest could use some more work imo. I'm mostly missing solid material definition on that concrete, and that electrics box. Riki uses allot of photo sourcing in his texturing, which he pulls of really well, but slapping a concrete photo on a model doesn't make it look like concrete... this is kinda what i see when I'm looking at your piece.
You should ask yourself 'does this really look like concrete, or do i think it looks like concrete', over and over again while texturing.Also, and AO map wouldn't hurt here i think... ![]() cheers J
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![]() Jeroenmaton.net - Scetchbook Thread - 3dsMax Viewport Shader - Ten Texturing Tips - Supports good crits - |
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#7 (permalink) |
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New Artist
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Hey everyone,
Here is the final image update. I have to put this to rest now as I have to start some work (have to pay the bills ) but please let me know about my final (for now) draft.![]() P.S. this has been updated with a subtle AO pass on this image.
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Knowledge Is Power Last edited by espence; 10-27-2008 at 01:08 PM. |
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#9 (permalink) |
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New Artist
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I'm sorry for not noticing this before, but that wheel on the pipe, the metal that connects from the wheel part to the cylinder in the middle, it looks like it goes from large to very small and I think its too small, so if you actually tried to turn that wheel, it would just break off. You might want to increase the size of it where it connects.
And yes, would really like to see this again with AO, would do wonders with it, especially where the metal rods are connecting with the concrete. |
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#10 (permalink) |
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New Artist
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The textures look really nice. Especially the metal parts. But I think you need to get that concrete to look harder. Right now, it looks like a foam piece painted to look like concrete. The edges where it's been damaged are rounded off, something it wouldn't be if someone had taken a swing at it with a sledge hammer.
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