Hi everyone,
First post here. I just studied Tyson Murphy's tutorial on 3dmotive. Comments and critics are welcome ^_^ https://www.3dmotive.com/f101801
Very cool! I'm loving that you turned the contrast up on the gold. I would put the studs that are on the bottom left and right blue bits on the shield. My eyes gravitated to the emptiness right away. Something else that stands out is your shield highlights are dulled down in comparison to the sword. You have the base highlights, but not the brightest rim highlights. Looking great!
Very cool! I'm loving that you turned the contrast up on the gold. I would put the studs that are on the bottom left and right blue bits on the shield. My eyes gravitated to the emptiness right away. Something else that stands out is your shield highlights are dulled down in comparison to the sword. You have the base highlights, but not the brightest rim highlights. Looking great!
Thanks, aaronmwolford. I did some adjust. Any better now? And I'm afraid I didn't get the stud part. Do you mean I should put those UV on the shield? Forgive my English, it's not my first language...
It seems I forgot to replace the psd texture when I screenshot last time...
Really nice work on the tiger, great to see the progression.
In terms of the weapons, good job on following the tutorial and adding a bit of your own personal touch to it. The next step I'd say is to make your own weapons and apply what you learned, to show prospective employers that your knowledge transferred rather than remaking a tutorial.
I made this for practice, and seeing as u'r making an effort to improve it I thought it might help
It doesn't follow the concept much and the detail is missing, but the rendering portrays a different approach. I try and focus the palette and place the light naturally.
I made this for practice, and seeing as u'r making an effort to improve it I thought it might help
It doesn't follow the concept much and the detail is missing, but the rendering portrays a different approach. I try and focus the palette and place the light naturally.
Thanks so much shotgun~ That's really helpful.
So I did some adjust again.
1, Reset the light as you did.
2, I really like the reflection under the studs!
3, I tried to add some cracks, but due to the symmetry of the shield, I finally removed them.:poly127:
Those cracks you made look really nice, but I have no space to fully unwrap the uvs. So I keep it that way for now. I'll bear it in mind when I make other stuff later.
A quick question here: the texture is only 256*256. Do you usually fully unwrap the uvs?
I'm done with this one. Hopefully I'll move onto another soon.
@Dubzski Thank you!:) @artstream Thanks. You're right. I'll make my own stuff next time.:poly142: @BradMyers82 Thanks, glad you like it.:poly124: @Mark Dygert Thanks. That's true. I've made more adjust to it. :poly121:
I'm glad to see this helped u and that u took it to the next level.
The main idea it's trying to convey is the consistency in lighting:
Compare the gradient the wood has with the gradient on the metal, top-to-bottom. That's why I made the bottom-metal darker.
A-Symmetry in tight-UVs can be achieved assigning unique UV-space just for the selected polygons which u wish to paint differently. The UV's in this example were done by BoBoTheSeal:
U can see on the middle-left that part of the shoulder (the yellow, fleshy mess) was duplicated, giving the texture artist some flexibility in that area.
Replies
Thanks, aaronmwolford. I did some adjust. Any better now? And I'm afraid I didn't get the stud part. Do you mean I should put those UV on the shield? Forgive my English, it's not my first language...
It seems I forgot to replace the psd texture when I screenshot last time...
In terms of the weapons, good job on following the tutorial and adding a bit of your own personal touch to it. The next step I'd say is to make your own weapons and apply what you learned, to show prospective employers that your knowledge transferred rather than remaking a tutorial.
It doesn't follow the concept much and the detail is missing, but the rendering portrays a different approach. I try and focus the palette and place the light naturally.
Careful on some of the metal some of it is coming across a bit more like stone?
Thanks so much shotgun~ That's really helpful.
So I did some adjust again.
1, Reset the light as you did.
2, I really like the reflection under the studs!
3, I tried to add some cracks, but due to the symmetry of the shield, I finally removed them.:poly127:
Those cracks you made look really nice, but I have no space to fully unwrap the uvs. So I keep it that way for now. I'll bear it in mind when I make other stuff later.
A quick question here: the texture is only 256*256. Do you usually fully unwrap the uvs?
I'm done with this one. Hopefully I'll move onto another soon.
@Dubzski Thank you!:)
@artstream Thanks. You're right. I'll make my own stuff next time.:poly142:
@BradMyers82 Thanks, glad you like it.:poly124:
@Mark Dygert Thanks. That's true. I've made more adjust to it. :poly121:
The main idea it's trying to convey is the consistency in lighting:
Compare the gradient the wood has with the gradient on the metal, top-to-bottom. That's why I made the bottom-metal darker.
A-Symmetry in tight-UVs can be achieved assigning unique UV-space just for the selected polygons which u wish to paint differently. The UV's in this example were done by BoBoTheSeal:
U can see on the middle-left that part of the shoulder (the yellow, fleshy mess) was duplicated, giving the texture artist some flexibility in that area.