This environment piece i took way more into account the resources i used on it, total poly count is 492, and the maps are all 1024 x 1024.
It still has some tweaks left but aside from the technical fixes and changes based on crits im happy with it.
Im starting to update my portfolio and im starting simple and i will add more complex pieces as keep moving along. I am also working on my speed as well,this one took a total of 8 or so hours start to finish.
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Post your ref. If it really looks like that, find a better ref.
The presence of the normal just isn't there. What's your workflow, high poly or Nvidia's filter normals?
im using the nividia filters,the seams are the techinal issues i have to get to
Also, start over with a high poly to make your normals. It doesn't have to be some exotic, wild masterpiece, just big, simple, rouned shapes to translate all this lighting information to your low. Then, you can overlay small details with nvidias if you want.
Your metal textures are wrapping around the model which shouldn't happen, thats not normal.
The handle just looks sort of odd and flat. I can't quite put a finger on it, but it just looks weird.
The division between the white parts looks pretty odd as well. As you can see on the ref the "regular" part is closer to the front then the other part. You might want to give that illusion in the texture.
You have a good start, but those are just some of the things I see wrong.
Chris is spot on about modelling a big, simple high-poly mesh to base your initial normal map off. You can do the finer textural detail in Nvidia filter, but it doesn't take long to whip up a quick sub-d mesh and bake that to your lowpoly, and the difference is night and day to what you have now.
Also, if you're going off photographic reference, stick to the reference. I noticed you went a little wild with the fuel nozzle... when I looked at it I thought "I'll be surprised if you can find any real life fuel pumps with nozzles like that" - the end you place in your gas tank is always a rigid tube... you've done some sort of odd corrugated texture that makes it look flexible, which deviates from your reference and doesn't make much sense.
The diffuse itself looks alright (although the seams are fairly noticeable), but you really need to work on your normals and specular maps to make them actually show up.
On a side note, advertising that you're a stoner on assets probably isnt a very good idea, i mean atleast if you have any asperations of getting into the industry i would cut that shit out right now.
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On a side note, advertising that you're a stoner on assets probably isnt a very good idea, i mean atleast if you have any asperations of getting into the industry i would cut that shit out right now.
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Um...
yeah, he'll never get a job.
The map size is obscene for an object that is essentially a low polygon prop.
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On a side note, advertising that you're a stoner on assets probably isnt a very good idea, i mean atleast if you have any asperations of getting into the industry i would cut that shit out right now.
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Um...
yeah, he'll never get a job.
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what is ment by "you're a stoner on assets"...?
Anyways a friend of mine that I go to school with made something close to this.
Check it out at http://www.tylerwanlass.com/portfolio.cfm
He also only used a 512x512 which you should have used.
Whatever it is, it must be so subtle that only stoners would get it
http://www.drive105.com/goout.asp?u=http://radiohomegrown.com
as for the model... I don't think I can add any crits than haven't already been said. Update us!
The nozzle grip should be less rusty, since it would be seeing alot of friction. It could use some more math/polys as well. Altough its just a rectangle it wouldnt hurt to post some wires.
For the record (and also the sake of arguing with eq and rick), I know a lot of stoners/drug users in the games industry that do great work and make good money. There's a reason microsoft doesn't drug test any of their employees. Not saying you should go around shouting about how you love drugs, but anyone that thinks there aren't a lot of stoners in our industry needs to take off their blinders heh.
as for the model... I don't think I can add any crits than haven't already been said. Update us!
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Hahaha people are arguing with me on my anti-drug stance, holy fucking shit what is this world coming to. Something is clearly wrong here.
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Haha.. take away everyone who enjoys the odd blunt now and then and pretty much every game out there would have no art. :P
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I dont think anyone is saying you can't get a job in the industry if you smoke pot, hell most people on this forum do/have at one time or another. I'm just saying dont advertise it, its not smart.
I dont think anyone is saying you can't get a job in the industry if you smoke pot, hell most people on this forum do/have at one time or another. I'm just saying dont advertise it, its not smart.
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He's got a point. A lot of HR people are not artists, and are trained to look for certain things when hiring. While they might not care that you are a pot head, if you come right out an make it blatant, they might think twice on hiring you.
-caseyjones
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I dont think anyone is saying you can't get a job in the industry if you smoke pot, hell most people on this forum do/have at one time or another. I'm just saying dont advertise it, its not smart.
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He's got a point. A lot of HR people are not artists, and are trained to look for certain things when hiring. While they might not care that you are a pot head, if you come right out an make it blatant, they might think twice on hiring you.
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Damn so i guess my old texture for this is a no go also ? Dang!
Anyway this is what i made tonight. I tweaked a few details to make them a little more interesting.
But yes, needs more next gen.
Gav
I looked at that for a good minute reading "I love Werd..." and though, "He loves werd, what the hell does that mean? Am I missing some kind of new catch phrase?"
But yes, needs more next gen.
Gav
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LMAO, Sorry man I thought the same thing but that's an e so it says I love weed not werd.
I like the new updates though. I posted the same stuff on cgtalk. But I see the updates here. Very nice.
And the lens flare,thats the whip cream on the steak
here is the new version
And the low poly, which is 1312 polys.
andi think i mixed up the two last time, it was actually 1312 tris not polygons.
Finally got back to this one,so far just diffuse.
The pump handle could have been done with a lot less polys and the sign needs more to round it out.
Looking good, I really like the texture work you put in it so far very awesome!
The pump handle could have been done with a lot less polys and the sign needs more to round it out.
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Thanks,as for the mesh stuff ill try to fix it towards the end,if not next model. Ill likely spend the next few weeks improving my modeling as well.
EDIT: The previous image i showed i began the basics on the spec and normal,tomorrow ill wrap up the diffuse with a few more signs of weather and history,stickers,scratches at high traffic areaf of this model like the sides and where the pump goes and maybe a little bubblegum on the back.
The thing that I am most impressed with is the fact that this thread basically turned out to be the war on drugs, and you didnt get into a hissy fit and yell "POKEY-COUNT SUCKS!" and run off flailing your arms in the air. Thats a win in my book. The new model is looking nice, though I do notice alot of seams, and the round plate at the top looks a bit weird towards the back. The texturing is looking very good. Very, Very nice rust.
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meh,doesnt bother me what people say some of my colleagues thought it was damn funny in fact,the seams are no problem,those i usually kill towards the end. The round part i think is the biggest flaw on the model,i thought id get away with it with smoothing groups but it didnt turn out that way. Oh well next time i guess.
Ill be working on the back and sides today and hopfully finish the diffuse.
and here is the back,im still tryingto think of what else to add back here to give it a little history,so far all ive managed to come up with is the typical wear ,an old piece of gum,some old warning,serial and travel stickers and the lead sign one of the sides. After the back ill add detail to the sides kill the seams and get cracking on the normal overlays. Then the spec and final killing all the lovlely seams.
And heres the final with Diffuse,Spec and Normal it has a lightmap as well but i kept if off for show purposes.
Im considering making an old gas station environment and making a few other things.