Here is my chair prop from before, but now it's textured. Let me know your thoughts and opinions on it. Any feedback is greatly appreciated. Thank you!
Also if anyone is wondering about the red colored background, I just did that so that way the cobwebs would stick out more
That's not how cushions insert into the base of the chair. The silhouette of it makes it look more like a pile of sand than a fluffy but wrapped around cushion.
Also, I'd get normal maps done for this prop if you can. High poly to low poly bake.
It's a decent start, but there's so much room to improve upon to make this really shine!
The silhouette and forms of the chair you made don't match the reference you have. That's what I mean by remodeling, or at least, editing the model you have now.
Take a look at the cushion. Does it have the same silhouette as it does in yours?
Yours admittedly doesn't feel like it was upholstered correctly. It just piles on top of the wood frame base like it's a sand pile. It's not wrapping undereneath INTO the wodden frame.
Also, I see no evidence of a normal map, or material definition to match the real specularity of wood and cloth.
i agree with Brian "Panda" Choi and i add that the chair base corners in your model are too square, if u see the reference, the back corners of the chair are rounded.
I would have to agree with the previous comments. Did you import the images in your 3d program or go by eye? I think when it comes to elegantly made props, proportion is more important. Thanks. If you didn't import those images into your 3d progam during the modelling phase, try it and see were the problems are and tweak.
@Beard3D Bandit I did import the images into Maya and I started modeling it that way. However eventually I had to start eye balling some of it to try and get the proportions correct. I'm in the process right now of editing the model.
Wood does not look like that, Each leg would be its own wood piece with its own wood grain and wth the arms. Right now you have a flat texture mapped across the entire uv space so its all going in same direction.
The model itself is also one piece and needs to be separated, legs, arms and so on
if anyone's wondering about this, I'm aiming for a spooky/dark theme for this chair. That's what I had in mind when I textured this chair, but unless I just need to redo the textures for it.
Replies
That's not how cushions insert into the base of the chair. The silhouette of it makes it look more like a pile of sand than a fluffy but wrapped around cushion.
Also, I'd get normal maps done for this prop if you can. High poly to low poly bake.
It's a decent start, but there's so much room to improve upon to make this really shine!
Take a look at the cushion. Does it have the same silhouette as it does in yours?
Yours admittedly doesn't feel like it was upholstered correctly. It just piles on top of the wood frame base like it's a sand pile. It's not wrapping undereneath INTO the wodden frame.
Also, I see no evidence of a normal map, or material definition to match the real specularity of wood and cloth.
The model itself is also one piece and needs to be separated, legs, arms and so on
The legs, back, and everything else are different pieces. Or do you mean something else?
Relative to your reference, your wood grain direction is wrong on several of the segments.
It's also the lack of specularity at all with the renders.