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Simple poster - Feedback needed

Hello people,

So I have this poster I put together in 3DS Max that's intended to be placed in a game. I know it's a really simple asset but I just wanted some feedback on whether you guys think that anything could be changed about it to make it look more like a wrinkled poster. It's just a plane with a diffuse map, normal map and a flat spec map.

7zzW3.jpg

Replies

  • bugo
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    bugo polycounter lvl 17
    could have the marks of folded paper or some outside line torns or even corners being curvy.
  • Snader
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    Snader polycounter lvl 15
    Why is is gray instead of black? If you're trying to mimic a solar fade, you need to fade to a blue hue, not neutral gray.

    FadedPosterUVglass.jpg
  • kraemology
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    kraemology polycounter lvl 7
    Hard to say outside the context of the environment, but I can only guess this thing must be hanging in a dirty subway, or something to that effect, because it looks beat to hell. Also, your spec map should echo your normal map and actually show the highlights where the paper is deformed in order to give the poster more depth. The attached image illustrates what I'm saying. This is just a diffuse and a spec. Obviously it's not the greatest example since my spec looks more like a plastic bag rather than a poster, but I think you'll get the idea
  • matsman
    How about some reference of old torn/wrinkled posters;
    let me google that for you

    To get that wrinkled look you need some image or scan of wrinkled paper (white and preferable poster size) and then you can use filter>distort>displace and use that scan/image to distort your texture to the same shapes... maybe some alpha for weird corners and done. Use the same base wrinkled image as base for spec and alpha too and you are done.
  • FizzyPop
    Snader wrote: »
    Why is is gray instead of black? If you're trying to mimic a solar fade, you need to fade to a blue hue, not neutral gray.

    FadedPosterUVglass.jpg

    yeah I actually am having a bit of issue with that, basically my problem right now is that without some specularity, the wrinkles don't really show, like such:
    D82Tm.jpg

    when specularity is added it looks something like this:
    2nNeM.jpg

    so how would i set up the material so that it fades to a blue hue, not neutral gray? also, the material i set up needs to be something that can be exported into modern game engine (like UDK or CryEngine).

    thank you for the help
  • FizzyPop
    matsman wrote: »
    How about some reference of old torn/wrinkled posters;
    let me google that for you

    To get that wrinkled look you need some image or scan of wrinkled paper (white and preferable poster size) and then you can use filter>distort>displace and use that scan/image to distort your texture to the same shapes... maybe some alpha for weird corners and done. Use the same base wrinkled image as base for spec and alpha too and you are done.

    thanks i will give this a try
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