In REFERENCE to:
http://www.polycount.com/forum/showthread.php?t=115293
BEFORE:
AFTER:
I am a senior Video Game Art/Design Student trying to refine a mediocre portfolio before graduation and could use some critique and feedback on this prop for a level that I am making in UDK. (See REF link) I am trying to hit a certain quality mark on my props so that I may be able to put a complete scene together. I started on this sci-fi wall and I am in process of adding to it and refinement. The pieces have been unwrapped and I am in the texture process as well as making high poly pieces for bake in Maya. Ignore the SPEC highlight, as the spec map is going to be redone. This is where I am at the moment. Feedback, Suggestions, or Paintovers are welcomed.
Replies
Here is a updated on my progress. I have begun the texturing process. I am still working on the maps specifically, the spec map (which I believe the highlights to still be to large) and the normal maps. Right now the main wall prop is sitting on a 2048 X 2048 diffuse map, while the smaller props are together on a 1024 X 1024 map. The blue areas of the pipes represent the areas where the emissive material will be applied when it is rendered in UDK. Feedback greatly appreciated.
Here is a update on this prop. The first 3 shots are rendered in Maya. The next 3 are rendered with UDK. The final shot is of the creation process. It is in the process of having a bit more grunge detail in the circuits and making the nasa symbol not so blurry. Some suggestions that were mentioned to me that maybe the quality of the udk renders are being poorly represented by my outdoor lighting in udk. This prop was original made to be for a outdoor scene, but this props would seem to represent more a modular hallway or an interior scene. There was controversy on maybe taking out the light pipes, but it could just be a matter of preference. Also the size of the prop came in question. What do you guys think? Maybe I should try to light the prop with just Marmoset to see the difference?
Grunged up more . iIn game render in UDK.
Try to optimize the use of your texture space better. I'm not sure what your final plan is with the sides of your wall, but it seems like you could save a lot of space by stacking UV shells of the sides. If these pieces are going to be modular, how often would those sides even be seen? They are hogging a ton of space for most likely unseen faces. Delete the unseen faces and just make a separate corner piece instead for when you need those areas capped off.
The key to metal materials is nailing the specular, so if you're being told that your material is looking like concrete, that's why. Here's a link that will hopefully help a bit.
http://www.manufato.com/?p=902
Kevin, thanks for your prompt feedback! What a helpful link! You are right about the spec, it's getting better but I think I need to push the material some more to really nail it. I will look at it with the tutorial you provided and post another update soon. I appreciate you taking the time to post on my thread!