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Trying to get decent at texturing

I've been practicing this on my own for a short while now, and I'm at the point where I don't really know what exactly I need to do to improve further so I figure coming here and asking for feedback is probably a good idea, so here goes!

wallthing2.jpg

Replies

  • DWalker
    A breakdown showing your current wireframe and textures would help us provide useful feedback.

    Currently, the positions of the lights don't really make much sense - I'd expect the ones on the bottom to be at the top to provide actual illumination. I'd seriously tone down the middle lights - as it is they provide a bright light near eye-level. I'd change the lights on the panels to show status, changing them to red/green/amber at a reduced intensity.

    Beyond that, it really depends on your intended use. You can add serious weathering to show an aged panel, add blood, bullets, or scorch marks to indicate a battle, etc. Of course, you could also do all of them - create a pristine panel, then see how many variations you can create.
  • ausernottaken
  • selentic
    DWalker wrote: »
    A breakdown showing your current wireframe and textures would help us provide useful feedback.

    Idk why that didn't occur to me :x

    wallthingedges.jpg

    wallthing_d.jpg

    wallthing_s.jpg

    There is a normal map too, but it's just for that big flat middle piece so I dunno if it's worth including, since it's super simple and all.
    DWalker wrote: »
    Currently, the positions of the lights don't really make much sense - I'd expect the ones on the bottom to be at the top to provide actual illumination. I'd seriously tone down the middle lights - as it is they provide a bright light near eye-level. I'd change the lights on the panels to show status, changing them to red/green/amber at a reduced intensity.

    That does sound better, on it. I'm not sure if there's an easier way to quickly change the glow map color in the 3 point shader ( I tried making it just white and using the shader color selection to change it, but that didn't work ), so I guess for now I'll just change it in PS when I need to.
    DWalker wrote: »
    Beyond that, it really depends on your intended use. You can add serious weathering to show an aged panel, add blood, bullets, or scorch marks to indicate a battle, etc. Of course, you could also do all of them - create a pristine panel, then see how many variations you can create.

    That is probably what I'm going to do, since I might as well get as much practice out of this model as I can.
    I'd give it some paint.

    Excuse me while I go and try to figure out how to paint that :3


    Thanks you two <3
  • selentic
    wallthingpainted.jpg

    diffuse
    specular

    First time painting paint, does it look alright?

    The lights look kinda silly just floating there, and I dunno what to do with the outer area. I should probably go model something from a proper concept and try again :3
  • dpadam450
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    dpadam450 polycounter lvl 12
    The original is fine....

    I think paint ruins it. The other guy showed a good way to apply paint, but I think the paint is stupid to have on this. "Here is our giant sci-fi ship, lets go with orange and white." Makes no sense.

    The spec maybe make the creases have pure black. And maybe make the diffuse crease parts a bit darker, they seem too be getting too much light in my opinion.

    The bolts are the worst part. Looks like a circular fuzzy brush. Maybe try making the bolts a tad tad bit brighter than the metal and make the specular much more whiter to get a different definition for those.
  • selentic
    quakedoortextured.jpg

    quakedoortexturededges.jpg

    diffuse
    normal
    specular

    Looking back I probably shouldn't have made the door part a flat simple object like I did, so I'll keep that in mind for next time. Anyway yeah, what am I doing badly on here?
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