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Posted

New hat i've done for TF2 contribute.

The spy is also known as "the man in the iron mask", nobody know who he is and how powerful he is. Next step is to do a watch and a knife for a pack. Have few ideas but can't work during winter's holydays :(

The texture is 512*256 diffuse with normal and phong.

c003e9a24030b5c05d4a2158a821b.jpg

  • 4 weeks later...
Posted

It kind of looks like you are going pretty cartoony with this judging by the setting, but the textures suggests a more realistic approach. Nothing wrong with that, but I think it'd look more interesting if you try to bind the texture style a bit more to the look of the geometry. That said, I'd loose much of the high frequency, noisy details in the textures, push up some more saturation here and there and try to work with more low frequency, big details.

I think the biggest problem with the ship at the moment is that it looks like it's made out of one big piece of wood, instead of many smaller planks.

The seam where the water meets the sand is pretty distracting too, tat goes with the rocks and trunks of the palm trees to some extent as well. The water seam may be harder to get rid of than the other ones, but if you can't get it to have a short fade to the beach, you could probably add some foam to kind of cover the seam instead :)

Posted

Ah some good points there thanks!

The look I'm roughly going for is something like Crysis/Far Cry 2.

I'm not too sure how I could make the transition between sand and water smoother. I guess I could mess around with the material settings a bit or add another layer on top of that water that is more transparent and/or has foam? As for breaking up the boat texture, maybe I could extrude out some thin planks that run vertically along the side of the ship and then offset the texture inside the space between each plank to make it look like separate bits?

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