After running into some trouble I decided to just stick to some smaller props for a while.
Starting with some realistic stuff and keeping it fairly clean, and I'll probably make a small scene out of these.
First 2:
2k textures (bit overkill, will probably end up resizing to 1k).
Thanks for the comments, and if you see something that could be improved don't hold back
s620ex1, your guess might be somewhat close :poly121:
But, that's next week, for this week I'm sticking to things that I can do in a couple of hours, sticking to smaller things first.
The black plastic 'Boss' section of the Tremulo should have a distinct raised texture. Also note how the dust accumulates in the spaces between the letters, and that the letters are quite deep.
In this particular example, the white text has yellowed with age.
I really like the metallic feel of your models!
I can't help but wonder, why are your mesh polys triangulated and how come that doesn't affect rendering, usually in the render engines I use triangles tend to screw up the smoothing of normals.
That's just the way Marmoset toolbag renders wireframe (as tris). I'm pretty sure OP is using marmoset :P
Edit- Forgot to write what i wanted to say about the models lol. I agree with D walker on the dust, work into that a bit . the painted metal looks great you really nailed the spec and I love the little chips and scratches they really bring your models to life!
Mischievous: as MrPopo mentioned, it's indeed the previewer that makes everything into triangles, but when I export I always just completely triangulate it (as you see it in the screenshot).
But I do use them, if triangles are giving problems, it's usually something that isn't right in my experience(smoothing groups/smoothing over to large angles while the engine isn't synced/etc).
Just a small update
thanks to Dwalker for the feedback.
-Made the light less recessed, played around with the diffuse/spec value a bit.
Don't really know how to get it better outside of that, since in a game it probably would be like 4pixels at most, and I don't want to add a opacity map just for that.
Or maybe I am overestimating how much "resources" that would take up.
-Added a bit more dust/dirt in the crevices and aged the text a bit more.
-On the boss logo, I tried playing around with it more, but outside of modelling it in, I can't really get it to come out more (maybe that is just me ), tried to use some layer effects to give it more of slant on the sides, but then it just looks weird.
Replies
I wonder what will be next :rolleyes:
s620ex1, your guess might be somewhat close :poly121:
But, that's next week, for this week I'm sticking to things that I can do in a couple of hours, sticking to smaller things first.
In this particular example, the white text has yellowed with age.
The red lamp also doesn't feel correct.
I can't help but wonder, why are your mesh polys triangulated and how come that doesn't affect rendering, usually in the render engines I use triangles tend to screw up the smoothing of normals.
Edit- Forgot to write what i wanted to say about the models lol. I agree with D walker on the dust, work into that a bit . the painted metal looks great you really nailed the spec and I love the little chips and scratches they really bring your models to life!
Mischievous: as MrPopo mentioned, it's indeed the previewer that makes everything into triangles, but when I export I always just completely triangulate it (as you see it in the screenshot).
But I do use them, if triangles are giving problems, it's usually something that isn't right in my experience(smoothing groups/smoothing over to large angles while the engine isn't synced/etc).
Just a small update
thanks to Dwalker for the feedback.
-Made the light less recessed, played around with the diffuse/spec value a bit.
Don't really know how to get it better outside of that, since in a game it probably would be like 4pixels at most, and I don't want to add a opacity map just for that.
Or maybe I am overestimating how much "resources" that would take up.
-Added a bit more dust/dirt in the crevices and aged the text a bit more.
-On the boss logo, I tried playing around with it more, but outside of modelling it in, I can't really get it to come out more (maybe that is just me ), tried to use some layer effects to give it more of slant on the sides, but then it just looks weird.
848 triangles
The knife is a sort of machete made by Gerber (if you want to make something similar, their site has a lot of cool knifes)