Nexus Posted December 8, 2007 Report Posted December 8, 2007 something looks wrong.. stones like glass diamonds Quote
Sindwiller Posted December 8, 2007 Report Posted December 8, 2007 So, that's... handpainted, right? Hardcore... Quote
Synthesizer Posted December 9, 2007 Report Posted December 9, 2007 Hmm, it doesn't look very natural, perhaps some smaller stones, like gravel, would help it out a bit. Quote
jaboo224 Posted December 9, 2007 Report Posted December 9, 2007 needs more philk ;D jk clayman. great job! Quote
KoKo5oVaR Posted December 9, 2007 Report Posted December 9, 2007 Yeah. i could do the same if i was working in the same company as philipK !! Pretty sweet job clayman, the spec is indeed too strong but that's just a mean of tweakage. Which soft did you used to model and paint those rocks ? zbrush ? Quote
clayman Posted December 9, 2007 Report Posted December 9, 2007 thanx for the comments i only look to get better KoKo5oVaR, first i made the stones in maya, i made a MEL script that randomizes my stones in size, position and rotation, so i did that to 5 stone models, and just copied them up.. i placed them on a plane, and added a diffuse to the stones and a different one to the plane, so i could bake my diffuse, alpha, normalmap and occlusion.. and then i just put it all together in photoshop.. =) this psd will be avalable on my site when im done with it.. Synthesizer, thanx for the comments its unnatural because i didnt put more work in the actual stones, my mesh in maya was about 1 milion polys, so that had to do it but i agree, more variations and smaller stones would make it look better, i will try creating the normals for the stones in photoshop cheers Quote
Minos Posted December 11, 2007 Report Posted December 11, 2007 Here's my entry for a speed texturing contest at game-artist.net: sheets: Diffuse normal map Specular map highres mesh Quote
D3ads Posted December 11, 2007 Report Posted December 11, 2007 Looks nice, but the wooden part looks a bit odd, I've never come across a design like that before... Quote
Synthesizer Posted December 11, 2007 Report Posted December 11, 2007 I think it works, but maybe you could push the middle design out to the borders and get rid of the square just behind them, to get rid of the light on dark corner, which sort of looks like a baking error. I really like the pattern on the wallpaper. Quote
Minos Posted December 11, 2007 Report Posted December 11, 2007 I think it works, but maybe you could push the middle design out to the borders and get rid of the square just behind them, to get rid of the light on dark corner, which sort of looks like a baking error. I really like the pattern on the wallpaper. Yeah agreed But I know why it looks weird, I put all the faces of the square in the same smoothing group. I'll rebake the normal and hopefully fix it. Quote
Minos Posted December 11, 2007 Report Posted December 11, 2007 Alright I modified the design a bit so it makes more sense (it lost some sharpness cause I scaled them down to 512, which is what I'm gonna use ingame) Quote
Psyshokiller Posted December 11, 2007 Report Posted December 11, 2007 I think the wallpaper could use a tiny bit of more contrast or saturation. The wooden part looks like carved out of a single piece of wood, maybe you can give it a more coherent look by adding some kind of trim along the horizontal and vertial lines bewtween those squares. Quote
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