First off, I apologize for confusing you good people with two names. I typically go by Spear in
#modeling_design and thus, I am labeling the thread likewise.
Figured it's high time I start posting and updating consistently in my own thread, so here goes!
*Updated 3/16/07*
Alright, out with the old and in with the new or something. Originally, I'd chose to stick with a diffuse only material setup, but decided against that after some careful consideration and convincing from the awesome Andrew Morris. I'd done some normal/spec work awhile back, but the results weren't as up to par as I'd have liked. Anyway, Andrew was incredibly helpful in sharing his knowledge on the matter and we also discovered the awesomeness of Crazy Bump!
This will probably be my last update on this piece as I have to move on with another project. Please don't let this detour anyone from throwing their 2 rubbles in
Anyway, pix:
Maps Used:
Thanks for your comments everyone.
Replies
As it's very preliminary, I'm not going to suggest too much for the texture, but I think some more color could do it wonders. Working some greens and different shades of gray in could really help.
I'd also like to see a bit more shadow detail, even if it is going to have normal, specular, and ambient occlusion maps.
Overall, it looks like you're going in a good direction. Keep it up.
As promised, I'm going to keep my progress posted here. This time I'll also be posting my flats for your viewing pleasure.
Stats
-406 tris
-1 512 Diffuse
Flats:
Collage:
Please, rip this thing apart!
I've updated my diffuse and have added new spec, normal and glow maps to the piece. If anyone has some time, I'd appreciate some c & c.
Thanks!
I guess in my mind, if someone wants to land a helicopter someplace, all they need is a bit of a flat area, and this seems overly complicated. Maybe this somehow grabs the craft, opens up & takes it inside or something, but if that's the case I'd like to see that.
If not, I think your efforts could be better served by using the detail & polys for the area around the actual landing platform (which again in my mind should be fairly simple & clean)
I agree you could mirror the main texture twice, to nearly the same effect and save a lot of texture space. Normal maps are great and all, but only use them on things that need them. Maybe this does, I don't know how close the player will be getting to this. Is this for an FPS? or will you be flying the landing craft? Honestly, if the view your showing is what I'll actually see in game, I can't really tell the difference between the Just diffuse map, and the full material version, other than the latter is a bit lighter.