-HP- Posted July 17, 2008 Report Posted July 17, 2008 Nice, very clean geometry! Great job as always BJA! I see you'r using colored speculars now, cool. Quote
Pericolos0 Posted July 17, 2008 Report Posted July 17, 2008 looks cool but 1888 tris? for a box? Quote
BJA Posted July 18, 2008 Report Posted July 18, 2008 Yeah, I know the polycount is way too high for such a small model, could have optimized those handles a little bit. Thanks for comments Quote
Pomperi Posted July 18, 2008 Report Posted July 18, 2008 Thanks for the replies! ":3odk791e]Very nice prop. Normal map looks clean, maybe too clean. You should make an height map based on your difuse, use the nvidia filter or crazy bump on it, and overlay it on top of your normal map, it should stand out a little bit more. Good job. It actually has a very subtle grunge normal map overlayed, but painted metal surfaces normaly doesn't get very bumpy, unless they are heavily dented or chipped from heavy corrosion. Here comes the rest to fit with the control panel: It is basicly three modules which you stack on top of eachother. The reason for this is because the height of it might change from arena to arena depending on how the level designer wants to implement the machine in his level. Without saying to much, it's a somewhat central piece in the Decadence gameplay. :wink: Quote
-HP- Posted July 18, 2008 Report Posted July 18, 2008 Nice, I like this last prop Pomperi, looks very "round", so I guess that high poly count has been put to good use! Quote
m8nkey Posted July 18, 2008 Report Posted July 18, 2008 Awesome stuff Pomperi. Great looking textures BJA, I agree with Pericolos0 that the polycount is a bit excessive though. Quote
Rick_D Posted July 21, 2008 Report Posted July 21, 2008 its less about the model but more about the render but what the hell it doesn't really deserve a thread of its own: Very nice, Warby. Quote
Steppenwolf Posted July 21, 2008 Report Posted July 21, 2008 The most exciting things to model, a crate! I'm not the expert with stuff like that but something looks wrong to me on that crate. I think it's the normal map for the top part. It seems like the light comes wrong the wrong direction there. Maybe try to flip it? Quote
BJA Posted July 21, 2008 Report Posted July 21, 2008 The normalmap is actually working the way I wanted it, so no flipping necessary. Maybe it looks wrong because of my rendering setup and the 2 lights I placed on top of the model. Quote
TeddyBear Posted July 22, 2008 Report Posted July 22, 2008 Excellent Pomperi, can't wait to meet and talk graphics sometime You're all getting too talented for the project's best, watch out for recruiters... Quote
Pomperi Posted July 23, 2008 Report Posted July 23, 2008 Thanks a lot guys! Just got around wrapping up my new portfolio at http://www.pomperi.com, so hopefully an employment wont be too far away, hopefully Teddy: I'd love that! You should drop by the Decadence 'office' sometime and chill :wink: Quote
Minos Posted July 23, 2008 Report Posted July 23, 2008 Very nice work, now start applying at decent companies and I'm sure you get a job quickly Quote
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