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Old 03-04-2009, 12:26 PM   #21 (permalink)
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Originally Posted by Dennispls View Post
Starting to look good but it might benefit from some more edgedetail.
The 23 sign looks a bit flat and the 23 might be a bit too bright.
Also be careful when you have too much grime going on. (makes it harder to spot actual dripping stuff)
I see what you mean, this prop will have steam coming out of the seams in the pipes and I went for an effect of having water turning to mist as well as repeat splatter from higher objects. I might tone down some of the grime though and change the contrast on the number plate to allow more detail to be seen.

EDIT: Just a quick update, I tried what you said by using grey/blue and it came out pretty good. I'm still fairly new to lighting myself and understanding colour theory is something I'm hoping to learn during this project. Its also nice trying out new things. Do you have any pointers? I would like to hope I have an eye for composition, but I also feel I could do with some knowledge to back that up.

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Last edited by IchII3D; 03-04-2009 at 10:13 PM.
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Old 03-04-2009, 06:21 PM   #22 (permalink)
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The lighting looks a lot better now, good job.
On the textures of those tanks, it's kind of odd that they have the same number. Small details like that can really make a piece look more "real", and it looks a little flat, but that is probably because of the light used. A slightly stronger normal map and perhaps a specular map with a slightly galvanized pattern too it might help it look better. Also doing an unsharp mask on the diffuse and making it a little sharper could make it look more "industrial", just a few suggestions =)
The scene itself is looks ace though dude, great progress!
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Old 03-04-2009, 07:13 PM   #23 (permalink)
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Wow, the lighting is looking great now.
I also agree that the tanks could use a sharpen, I think it would be nice if the grime or dirt was on the normals, just to make it look like its on the tanks a bit more. Try running through crazy bump with fine details.

Great stuff so far, It would be great to see how this turns out.
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Old 03-04-2009, 07:42 PM   #24 (permalink)
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Wow, the lighting is looking great now.
I also agree that the tanks could use a sharpen, I think it would be nice if the grime or dirt was on the normals, just to make it look like its on the tanks a bit more. Try running through crazy bump with fine details.

Great stuff so far, It would be great to see how this turns out.
I did run my normals through crazybump with a custom heightmap, but I always try not to get that feeling of everything having fungus all over it. I like to work more of the specular to add small surface details like water and rust. I still need to run my height normals through an ambient occlusion pass so hopfully that will make them pin out a bit more.

I think I'm going to compile my whole scene and get it into Crysis and start working with lights in the engine. Hopefully it will make it look better in terms of the normals and specular.

EDIT: Taxi you wouldn't happen to know an easy way to do that would you without changing a full 1024x1024 texture? I'm asuming I should have unwrapped it seperatly on a 256x256?

EDIT2: I finally started using my website although its not properly setup ye I uploaded some higher resolution images.

http://www.ichii3d.com/imgs/portfilo...rMedium_03.jpg
http://www.ichii3d.com/imgs/portfilo...ustrial_13.jpg
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Old 05-04-2009, 06:36 PM   #25 (permalink)
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I have been doing some work on my pipes and just about got them all unwrapped with high polygon models, but during that time I have been working with Crysis and getting my head around how I'm going to get this scene sorted. Not to mention learning Sandbox2 and the basics I need to get this done. I got a major milestone out of the way though, I figured out lighting and also perfected my methods of exporting and importing so I know what I'm doing. As well as compiling textures.

Here is a shot I made for my portfilo until I can update it with more full scenes and more props.

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Old 05-04-2009, 07:31 PM   #26 (permalink)
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Good stuff man, looking forward to seeing more.

I have one crit: on that canister thingy, the black metal with the number on it looks a bit like its floating. I think its because of the subtle shadow around it, i think it would help if you could make that shadow more darker closer to the black metal.
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Old 06-04-2009, 12:12 PM   #27 (permalink)
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Good stuff man, looking forward to seeing more.

I have one crit: on that canister thingy, the black metal with the number on it looks a bit like its floating. I think its because of the subtle shadow around it, i think it would help if you could make that shadow more darker closer to the black metal.
I see what you mean, but I think thats the real time ambient occlusion in CryEngine2 as my ambient occlusion map didn't have much shadows around that area. Unless I have a funny base texture area.

just a quick update, I have unwrapped and made all the high polygon models and ambient occlusion for my pipes. Just finished the first texture, a friend of mine pointed out that it looks sort of like copper so I reduced the saturation a little on my base layer. Hopfully it still looks alright.



Oh and I sharpened the textures on my Canister, updated pictures on portfilo. Not very noticable but makes it pop a bit more in some areas.

EDIT: Does anyone have any advise on multiple pipes? I was thinking of giving them similar textures but using the same source could make it look repetative even if it would save time. I was may be even thinking about a completely different texture. But this might make the scene look disjointed and random. Looking at pictures online many pipe sections look different to there friends next to them. Hmm....
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Old 06-04-2009, 06:04 PM   #28 (permalink)
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Hey nice progress IchII3D, it's shaping up quite nicely so far.

As for the pipes, if you have the time then give em' a different texture. The current pipe texture you're using looks too rusted, old, and beat up to be inside a modern industrial facility. Most industrial pipes I've searched through (and seen in person) are well kept (for the most part) except for the pipes exposed to weather.

Then again, I'm not sure what you're shooting for.

Here are some other photos for you, just to get the ideas flowing:

http://www.glaston.com/images/industrial-pipes-2.jpg
http://www.worldwidepipe.com/img/home_pg.png
http://pipespecialties.com/images/user/pipes.JPG
http://paulinco.com/images/industrial-pipes.jpg
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Old 06-04-2009, 06:20 PM   #29 (permalink)
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Nice references, thanks for the help and feedback. Take into account that this is a steam works. Meaning there will be a lot of moisture in the air. When I started texturing this object I was like "Ye lets make it copper, I have loads of copper pipes* then I realised after doing my base texture that something didn't look right. Then I thought to myself, wait a minute... copper is expensive even for small.... *facepalm*

I then tried to turn it into something else and kicked myself in the face for not getting proper reference material or using my brain. Although my excuse was I hadn't eaten all day :P

Enough of the rambling, thanks for the feedback. I will see what I can do. I'm thinking of adding another overlay of paint with breaks around the rust areas and such, not sure yet though. I'm going to try it on the second pipe and see how it goes, if it looks good I will do it to this one also.
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Old 07-04-2009, 05:31 AM   #30 (permalink)
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I agree with doseph. It's indoors, and even with steam or water you'd get rust around the bolts and connections but not much on the main part of the pipe, unless its truly old and weathered. The metallic looking pipes would look cool tbh.
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