Well - The material on signs is supposed to be highly reflective so that it can be seen with lights. You have hit the proper diffuse, but you could do some fun stuff with the specular to make it pop out more. I would try taking the specular map on the red octagon paint scheme to near-white.
But yeah, since it's just a prop i'm not sure it matters. Need some more work done before you can get some actual crits! Lets see it!
It does matter, approach all props with the same level of quality as you would a key item or character and you will go far.
Overall it looks good. For one you don't see mayn town signs like this, so it's hard to find reference.
I guess this would be one - http://taniml.files.wordpress.com/2011/07/one-way-street-sign.jpg
I'd keep the hexagons in the diffuse but tone is down slightly so it really appears more when spec is shone on it. Also, looks ike they should be lighter, not darker than the surrounding area. It's the lines that are dark.
In the spec map use the hexagons as a mask and keep them near white, with coloration from the diffuse.
If it's for a portfolio, do the back too with the connections to have it standing on a pole.
I am just making this for practice but I don't think I could let something not look as good as I could make. I do see the point of not putting as much time into a prop that isn't going to be seen much for time/moneys sake however.
I really appreciate the pointers and I will try them out for sure. I will take any and all help.
I'll post some updates or questions soon whichever comes first.
Some wear would be nice. This sign is standing outside, in the sun, in the dust, in the rain, in whatever. It was build to last but there is nobody to take care of the sign anymore cept for AlexCatMasterSupreme but I have a feeling he doesn't get out too often.
Think of where you want your sign in your scene, is it in a mud of water/pud? It could have started to rust on one side.
Okay I think I need to add some shine to the scratches because it looks like they are just taking away shine atm but they should do both IMO what do you think? I also removed the pattern from the painted parts except in the spec which I think breaks it up in a nice way but let me know what you think about that. I like it so much more now but still needs work so have at it my fellow green tooths.
its just a bland sign, yours is too cool for a sign)
I rather like his sign. I don't think he needs to intentionally make it as bland and lacking as prop from 2004 Half-Life 2. (Not that I have a problem with HL2, just saying, we're in 2012 now. Presumably we're aiming to make portfolios look better than 2004 production quality.)
To be honest, it's just a sign. It's a pretty minor prop. You should be blocking out a scene and not spending too much time on a little road sign. As for the sign, I like the one in post #8 more than the latest one.
To be honest, it's just a sign. It's a pretty minor prop. You should be blocking out a scene and not spending too much time on a little road sign. As for the sign, I like the one in post #8 more than the latest one.
well, it wont hurt to spend some time on a sign, if its a work for a portfolio or enjoyment
I want to make something I can be proud of. I may eventually make a whole scene but it depends on how well the sign goes. Its a little boring but It is just my way of getting things rolling.
Replies
Well - The material on signs is supposed to be highly reflective so that it can be seen with lights. You have hit the proper diffuse, but you could do some fun stuff with the specular to make it pop out more. I would try taking the specular map on the red octagon paint scheme to near-white.
But yeah, since it's just a prop i'm not sure it matters. Need some more work done before you can get some actual crits! Lets see it!
Overall it looks good. For one you don't see mayn town signs like this, so it's hard to find reference.
I guess this would be one - http://taniml.files.wordpress.com/2011/07/one-way-street-sign.jpg
I'd keep the hexagons in the diffuse but tone is down slightly so it really appears more when spec is shone on it. Also, looks ike they should be lighter, not darker than the surrounding area. It's the lines that are dark.
In the spec map use the hexagons as a mask and keep them near white, with coloration from the diffuse.
If it's for a portfolio, do the back too with the connections to have it standing on a pole.
I am just making this for practice but I don't think I could let something not look as good as I could make. I do see the point of not putting as much time into a prop that isn't going to be seen much for time/moneys sake however.
I really appreciate the pointers and I will try them out for sure. I will take any and all help.
I'll post some updates or questions soon whichever comes first.
It looks like its just some blog though.
Think of where you want your sign in your scene, is it in a mud of water/pud? It could have started to rust on one side.
Okay I think I need to add some shine to the scratches because it looks like they are just taking away shine atm but they should do both IMO what do you think? I also removed the pattern from the painted parts except in the spec which I think breaks it up in a nice way but let me know what you think about that. I like it so much more now but still needs work so have at it my fellow green tooths.
An update on the gloss mostly but still want to know what people think.
its just a bland sign, yours is too cool for a sign)
I rather like his sign. I don't think he needs to intentionally make it as bland and lacking as prop from 2004 Half-Life 2. (Not that I have a problem with HL2, just saying, we're in 2012 now. Presumably we're aiming to make portfolios look better than 2004 production quality.)
What would really say "That sign is from Ravenholm."?
Besides it being a sign with "Ravenholm" on it.
I want this thing to look as great as possible.
MINE TOO!