I like where you're going with the newest iteration, but I think the water pattern/texture is a bit strong right now. Seems like the metal texture should be fairly uniform, like this.
haha this is the reference photo I am using! The game this is for is set 20 years or so in the future which I should have stated, so it needs to look older, I'm having dfficulty with the rust
Great work, can you tell us a little more about how you did the cash register rust? would love to see your textures. Can I see the assets in the game engine your useing?
For the rust I used a rust photo and using the magic wand tool on a high tolerance removed a large amount to keep only the saturated parts. then covered the uvs in photoshop with the image, took it into mari and removed the parts where i didn't want rust.
Loving what you have so far! The paint wear is bothering me a bit on the table. There seems to be a blend of too much and also no focal point to the damage. It's way to random. Other than that this is coming along great!
Looks like you got a pretty good bake! It might be a nice detail to add some screws or something to where the little swirly bits on the side of the clock screw into the corner posts and the clock frame. You should post some of your wireframes as well like you did for some of your other piece. You've got a bunch of pretty nice assets goin so far keep up the good work
I think it's a great start and you have some really solid foundations, some of your material definitions and models are really good. For instance I do really like that clock; however I'm not entirely convinced by the cash register.
It's difficult to really pin-point exactly what it is but I'll give it a go nonetheless.
1) My main issue with it is the rusting, it feels rushed and looks like it was just an afterthought. I would recommend having a look at numerous pictures of rusting metal to really get a grasp of how it tends to look, but judging by the picture posted by Zinco I'd say you need to focus the rust more towards the edges. Also, rust is where the oxygen has eaten away at the metal, which would affect its shape, maybe you can look at applying this the normal map a bit more, especially around the actual drawer itself.
*side note, maybe try to tone down the colour and intensity of the rust in your diffuse map and make the spec map do the work.
2) The other thing is that if my memory serves me well from my time served as a waiter the top part of cash registers often tend to be made of plastic whereas the drawer itself is metallic. I'm sure this is not always the case, but that particular design generally tends to be. Might be something worth looking at as it would add some variety to the model and make it a little more interesting.
3) This may seem picky but might be worth adding some subtle details into the model which shows the cash register had been used a lot. At the moment it would just appear to be a brand new unused item which has been left out for a while. Might be worth adding subtle indents on the buttons from having been pressed thousands of times, whilst also fading the numbers and words out a bit to add to the effect. Something else that would be very subtle but add to the effect would be to have some dents and cuts to the corners where maybe it had been knocked from time to time, or possibly even a large dent where the drawer is to suggest that somebody had tried to pry it open at some point.
Just food for thought. Like I said you have some really good foundations, now it's just about adding to that and taking these pieces from 'good' to 'amazing'. Really give every one of your pieces its own story, it does not have to be obvious and in your face but rather hint at it
The clock textures are looking solid. The material definition is good. The only thing that is bugging me are the roman numerals. They seem placed on at the moment and do not seem to be affected by wear and tear.
really useful crit, thank you. i agree there's too much yellow in the rust, very saturated and it looked very placed, perhaps the lack of a metal map is the reason.
starting to build together my scene, it's still very much WIP
Replies
Maybe you need to grunge this up a bit? (if your game takes place 20 years in the future)
been working on it a bit more, looking like this right now...
reference from google
Been working on this bayonet today. 1060 polys
image from google
Been working on a station clock today here's the low poly bake. It's currently at 5200 polys...
It's difficult to really pin-point exactly what it is but I'll give it a go nonetheless.
1) My main issue with it is the rusting, it feels rushed and looks like it was just an afterthought. I would recommend having a look at numerous pictures of rusting metal to really get a grasp of how it tends to look, but judging by the picture posted by Zinco I'd say you need to focus the rust more towards the edges. Also, rust is where the oxygen has eaten away at the metal, which would affect its shape, maybe you can look at applying this the normal map a bit more, especially around the actual drawer itself.
*side note, maybe try to tone down the colour and intensity of the rust in your diffuse map and make the spec map do the work.
2) The other thing is that if my memory serves me well from my time served as a waiter the top part of cash registers often tend to be made of plastic whereas the drawer itself is metallic. I'm sure this is not always the case, but that particular design generally tends to be. Might be something worth looking at as it would add some variety to the model and make it a little more interesting.
3) This may seem picky but might be worth adding some subtle details into the model which shows the cash register had been used a lot. At the moment it would just appear to be a brand new unused item which has been left out for a while. Might be worth adding subtle indents on the buttons from having been pressed thousands of times, whilst also fading the numbers and words out a bit to add to the effect. Something else that would be very subtle but add to the effect would be to have some dents and cuts to the corners where maybe it had been knocked from time to time, or possibly even a large dent where the drawer is to suggest that somebody had tried to pry it open at some point.
Just food for thought. Like I said you have some really good foundations, now it's just about adding to that and taking these pieces from 'good' to 'amazing'. Really give every one of your pieces its own story, it does not have to be obvious and in your face but rather hint at it
starting to build together my scene, it's still very much WIP