-HP- Posted November 3, 2008 Author Report Posted November 3, 2008 I did that render in a hurry, now that I had a little free time, I decided to see if I could come of with something a bit less bland, and here's what I did. Quote
D3ads Posted November 3, 2008 Report Posted November 3, 2008 Holy shit, how did I miss this? Excellent work HP, the stain on the foor reminds me of Silent Hill textures Quote
Buddy Posted November 3, 2008 Report Posted November 3, 2008 Please learn that not everything is bumpy ie. the yellow/black strip on bottom. I hate what CrazyBump did to the art nowadays Quote
-HP- Posted November 3, 2008 Author Report Posted November 3, 2008 Please learn that not everything is bumpy ie. the yellow/black strip on bottom. Point taken, I completely agree with you. that normal map was a bit rushed anyways! Quote
-HP- Posted December 13, 2008 Author Report Posted December 13, 2008 I was playing with cryengine a bit, and decided to import a prop into the engine. It was a bit messy installing the plugins, etc etc... But It's a pretty straightforward process once you get used to it. Quote
Spellbinder Posted December 14, 2008 Report Posted December 14, 2008 I can't actually give critisism on the stuff at hand since i am not that good at modelling. But it at least looks good to me What i can say though is that you are doing a good, working through it and learning and actually trying to get better, and thats something i can respect, so good job and keep it up! Oh also about that moss thing, i really don't know but a thought went through my mind when i saw it at first, that the lower part of the roof had a bit more moss on it and i thought, hmm thats rather logical, since the rain and moist is going downwards, making the bottom more moist and therefore it would grow more there. But then i read all saying more on top so i got unsure. Quote
-HP- Posted January 21, 2009 Author Report Posted January 21, 2009 Thanks a bunch Spelly! Here's something I started to work for the mod Lost World Returns. Original model by, Hawke, I did the UVW's, and I'm texturing it. Still half way there, but I'll post a WIP picture nevertheless. Difuse only on the body. As you can see, the grey meshes still need to be textured, they'r that way on the picture, cos I'll be using another separate sheet for it. Quote
e-freak Posted January 21, 2009 Report Posted January 21, 2009 dunno how large this gonna be ingame but you could check into tiling those textures and giving them more resolution. also make sure to give it a more individual look. if im not mistaken i spot at least 4 unchanged cgtextures.com resources. mind showing the flats for further comments? Quote
-HP- Posted January 21, 2009 Author Report Posted January 21, 2009 Yeah, I was half way there making this diffuse when I regretted not using tiles in the UVW's. But It's not such a big deal because this prop will most probably be used on a cinematic. and if it will be used ingame, you wont be able to get very close to it. Also, using individual UV's helps creating more variety into the texture, since I didn't want to make a orange sub, like the one in uncharted, or this ref: http://farm1.static.flickr.com/134/3702 ... d170c7.jpg I wanted to give it a little more color variation. I'll post the sheets later today. I'm far from being totally satisfied with it, since I've rushed some of it but I guess it will do the job. Quote
-HP- Posted January 21, 2009 Author Report Posted January 21, 2009 Some test materials difuse: (original 4096*2048) Quote
Buddy Posted January 22, 2009 Report Posted January 22, 2009 You could have as well go with tiling textures to archive that tbh Looking forward to the final version. Quote
dux Posted January 22, 2009 Report Posted January 22, 2009 I like it! But it does feel a bit... samey. Quote
Minos Posted January 22, 2009 Report Posted January 22, 2009 wow that´s one hell of a huge texture Looking good but you could use tiling textures as the others have said. Quote
hessi Posted January 22, 2009 Report Posted January 22, 2009 i agree with texture tiling. (especially when you are using clone stamp in the texture so much). i suspect the texture to be blurry in close ups anyway. tile maps for the win! Quote
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