So, I'm pretty tired right now so I'll keep it short and sweet for the most part. This is a prop I made for my close to end of school Senior Project course. It is a Warhammer 40K Ork force Field Generator I modeled just from a picture of a tabletop gaming model unpainted.
I did use the Quixel Suite for this because I wanted to get familiar with the whole process of using those apps to quickly generate all the maps I needed in real time. I must say, Ddo is amazing in that it updates every map on the fly, but I find it very hard to really get the results I want from the masking editor alone. I am not going to be using it for every project I do, just wanted to see what I could do with it under a deadline-I think I could have actually done a better texture without it sans the fact that I would have to make all the maps the old fashioned way after finalizing the diffuse/albedo.
I think the grunge and stuff might be too much in some parts. Again, I was struggling with the masking editor and trying to make subtle details. For the most part I am happy though. This is my first pretty successful normal map bake from a HP to LP. Granted, there are some issues I couldn't figure out so I just ran with it.
I will give a full breakdown in a couple of days on my goals for this project. What I think I did well, and what I think I can improve on for this project and all my projects moving forward.
Thanks for looking, and C&C always welcome
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Replies
The tall pole looks like a tesla coil, and you REALLY don't want to have different metals - and especially not patches of different metals - around extremely high voltages. I'd simplify the texture to straight metals - copper for the shaft & coils, brass or chrome for the ball - and work on the metallic quality. You can add subtle weathering - dark dirt streaks, for example - but stay away from patches or paint.
You certainly can add additional detail; text is the most obvious omission - "off/on" labels for the switch, high voltage warnings, name & description of the unit.
The paint drips on the green face feel artificial and contrived. Stenciled images might have some drips, but they'd tend to be fairly short. You might want to feather the edges to show where the paint has escaped around the edges of the stencil.
I have to disagree with DWalker about the metal patch on the pole and the checkerboard pattern. I think you matched the 40k Ork style very good with that.
What could help the metal a bit maybe are color changes from the heat like some green and blue.
Good points on the metals. I was going for the slapped together from anything they can find Ork mentality but I did think it was maybe not the best outcome all in all.
Also, the only reason for the checker is that Orks in Warhammer 40K put that pattern on almost everything I've seen thus far so I figured I'd throw it in there.
I can work on the textures again after the presentation for class is done tomorrow, and before I actually put it on my non-existent portfolio. :poly105:
Thanks for the feedback
Thanks, and agreed maybe the top copper metals maybe need some indication of burning or something. Glad you like the Mek Tek.
http://i.imgur.com/uM8jjdN.png
Wut I was finking iz maybe you add some more bolts n' nutz on some o' the paneling, cuz I talked with me Mekboy, and he sez dem corrugated metal dingies ain't supportin demselves up on the protecta. Gotta stick to tha physics of dis dark world, ya grot! Add some boltz or somefin.
And you could add some dakka dakka decals on da surface, prove dat dis here protecta ting has been through some ruff WAAAGHS. We don't want our Waagh! to look puny to the enemies we be smashin'.
Oh, and some rust, cuz we don't care about no wadda damage. We orkz, not stupid tiny Eldar.
LOL...I got moar workz iz waht u sayin?!?