Eh eh, you don't need a magic wish, I can help you with that ![]()
Posts by kikette
-
-
It's a bit disapointing ; Is it a Video game asset ? in that case, you should constraint yourself to 4000 vertices, no more (and it's very generous).
For the texture, a 1024*1024 for this one should be really enough. But again, only if it's supposed to be made for Realtime =)
About your texture, I think you didn't understand what I tried to explain you. Adding grunge map on your texture wont make it better automatically. You need to learn how your materials works. You totally lose your metallic paint effect and you have somekind of colored noisy metal =l Try to just work with your specular and simplify your diffuse by removing noise. Rough material such as stone or old rubber has noise. Not shiny paint =)
A last thing ; Dont try to mimic other people mistakes, mimic reality =]
Here's an exemple of how you could dirt up your pump.
[Blocked Image: http://www.oriellycc.com/Portals/126656/images/car%20paint.jpg]
[Blocked Image: http://img468.imageshack.us/img468/917/paint0xr.jpg]
[Blocked Image: http://mikesnotes.files.wordpress.com/2009/01/dusty-car.jpg?w=468&h=351]
[Blocked Image: http://i.dailymail.co.uk/i/pix/2012/04/19/article-2131617-12A6090B000005DC-526_634x466.jpg]
What is interesting to see is how the rust comes where the water stills. It's also great how it highlight the edge work of the object.
-
just WOW §! *_*
The only point I could critic is your indoor part that I find a bit too dark compared to the rest of the level were the light bounce a lot. It looks like an other map.
-
Quote from (HP)
Any chance of seeing a reupload of this?

Gosh ! I need to make new screenshot to update my portfolio. This time I'll certainly upload them directly on my website to avoid the current case. Sorry for the hole ^^'
-
About your gas pump ; As I said before, you don't really need to improve the diffuse. I think you should boost your specular map by adding few subtilities (hand marks, oil splatter, etc.) wich aren't in the color map. It'll add more interest to your object when you turn around.
Btw, personally I enjoy these week end when I go outside to take some materials reference. It's very teaching and this is the best advice I can give you according to your work. Watch where to put your rust, your dust, etc. Just adding them isn't enough.
[Blocked Image: http://i.imgur.com/vBzoug4.jpg?1]
Here is the painted metal of the main gate of the "Parc de la tête d'or" at Lyon. The rusty / polished look of some of the most exposed edge is awesome ! This is the kind of thing wich could give you inspiration.
You'll notice that paint don't get rusty like your car. This is the metalic layer under the paint wich become rusty and cracks the paint over. It also oxidize it I guess since the paint lose its color in these spot. Btw, it depends of the kind of paint used. The one used for car is quite different but again, we are looking for pretty reference =)
-
In fact, they aren't so different, they're here to complete the existing tools since the basics one are mixed with... it's more like the bonus tools in Maya.. Autodesk doesn't know were to put his new feature and put them here or in the graphite tools. You'll be able to make complex selection quickly (Dot ring selection, etc), you have the Swift loop tool wich create an edge loop were you want (a basic thing for maya ^^').. This kind of stuff =)
-
Hey Vasco !
By looking to your work in general, I've the sensation that your scenes aren't completed. Lot of things could be pushed farther very easily ;
http://vascogdm.com/onewebmedia/House%20C.png => It looks very low poly, even for a video game asset by example.
http://vascogdm.com/onewebmedia/glade_Env.png => The texture work is missing here...
In fact, what you should do is to study an object and try to recreate it with the higher level of detail you can. Try to learn how it get old, dusty, rusty or whatever. Tell something in your work.
http://thumbs.dreamstime.com/z/vintage-red-…er-32749523.jpg
Details aren't always in the diffuse map, they can also been revelated in the specular map

-
Unwrap in 3ds max is really awesome compared to Maya where you need to add few custom tools. I don't know if your book already talk about but if you have time, take a look to the Graphite modeling tools (something like), in the topper right section (A folder with a lightbulb). You'll gain access to some very usefull tools (paint connect, etc ).
[Blocked Image: http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/images/GUID-D43D9C8D-87A0-4F2A-A39A-C341FA1B5284-low.png]
-
Nice ! But the only thing I could suggest you is to add some "story telling" since it looks too generic. Drop some props in the same corner ( superimposed tables, etc) to suggest that someone tried to free the space and recover few usefull things before leaving it to nature. Also, you really should go further in a specific thematic since the current one isn't very "colored".
-
Just awesome *_* Very credible !
-
You have so much gradient on surface supposed to be flat ! This is why I think you should tweak a bit the normal of your low poly before baking. You'll tell me that normal map should fix gradient issue since there's a gradient too, but as you see in what you get, it isn't enough =s
-
Quote from seir
Guys, I'm on my way to bake a normal of my x-com rifle but as I'm reading I'll gonna make it wrong
Should I set smoothing groups to 1 and add support edges so the gradients will be fine or maybe set custom smoothing groups and get hard edges - maybe there' a better tool to bake? xNormal will do the job?I think that if you want to add geometry, make directly a bevel instead of a support loop. It'll help your final object to be a little more defined on edge.
When your object is well baked, hard edge or not, you won't be able to see any Uv seam at the distance your object is supposed to be seen =) Personaly, I do 2 baking, one with a splitted cage on hard edge to be sure that the projection is coplanar to my faces (it avoid subtle gradient that become noisy with compression) and a second one with a 1 piece smooth cage to get back my information where I had gaps with the first bake. It takes about 5 min more to do, but the result is just perfect.
-
Ouch, so much baking issue =s I think you should fix the shading of your lowpoly first by tweaking smoothing group or adding Hard edge. I guess you smoothed everthing and throw the result into Xnormal but it's not the best way to get a nice render. By doing this, you get lots of triangle and gradient into your normalmap and it'll never be enough to fix the shading of your object.
About the texture, try to have some fun with the specular map. It'll reveals nice details with light and gives a stronger ID to your metal than a Generic colored Sci-fi metal.
[Edit] Oups ! i didn't see your post minos. Sorry =s
-
kanine01 ; Your asset looks great but why do you put more resolution in smaller part and not bigger one ? The main purple part looks very low poly compared to the rest =s
-
-
My scene ? I avoid to use Marmoset since I prefer to show my stuff directly how it'll look Ingame. So, when it's not Unity, or Unreal engine, it's Source =)
And sometime it's easier to create a nice lighting / presentation since you can add few Post process to helps you (bloom, tonemap, etc ).
-
Hey there !
With just a quick overview, I can tell you that your work is too dark and not enough colorful to be eye candy.
An other general critic is the fact that you do not tell anything with your textures.
http://kaksou.files.wordpress.com/2013/11/crates_cardboxes.jpg
How this create get its stain ? Since it looks old, why there isn't dust on the top ? Why not to damage a bit the edge of your create to make a Highlight effect ?
I think you should spend more time on this part.
Oh, yeah and an other thing :
http://kaksou.files.wordpress.com/2013/10/car02-_named.jpg
Since this is a mental ray render, please, throw some kickass shots with a very big resolution (1900*1200 ? )! It'll make your image to be more impressive.
-
Quote from Anduriel
My first try: AK-47 Red Redemption
[Blocked Image: http://cloud-2.steampowered.com/ugc/579003970222177930/A108747C797F9AFD851A92E682807CE5F8062B19/]
Zlol it looks like you are using an Uv map for your diffuse. I think you should put more materials details (dirt, scratch, etc) ?
-
I'm really not convinced by this tools. It try to fix a problem by tweaking it and not solving it by its source. I mean, the main problem is that people use Low poly object wich are not shaded as well. You can see dirty gradient where triangle appear sometime because they are affraid by using hard ege or they dont understand how to bake with hard edge. I always tweak the normal of my object to optimize the baking and I never had to use this kind of """fixing""" tools. Its also avoid me to have gradient in my normal map and that permits my bitmap to do not suffer to much after compression.
-
Quote from Sjonsson
Me trying to do some handpainted grass texture! Usually don't do that much art but I think it's ok!
Hey there !
Is that normal your texture looks so blurry ?
I think you should add some colors to this first try ;
-Some yellow grass (try it with a gradient.. grass tends to become yellow at the top sometime)
- Some brown touch by showing the earth.
Don't change your green base, it's very cool ! You have a very nice flow and subtle color variation.
Have fun !