I figured I would start one of these since I can see my desert thread getting clogged with new stuff. I'm trying to get better at texturing, poly flow, and shaders. At the same time I am trying to get into the habit of good efficient modeling, so without further delay here is the model I am currently working on.
http://i36.photobucket.com/albums/e2/pfassett/RifleCrate.jpg
I added some rounded edges to this model in order to break up the hard edges of the wood on the crate. Currently it's at about 244 tris. Does anyone see anything that I could improve on in the mesh, anything obvious before I start unwrapping?
Replies
If it's not intended for real-time use then that's ok.
I would make this a base for a high-poly model with all the rounded edges and details you need, then bake that down to a simpler version with no bevels and stuff.
Not a bad start though. Just spend a bit of time planning your specs (texture size, style and poly limit) and try to make the most of it. The less polys the better. I'd rather have 20 crates using 50 triangles than 5 crates using 200 triangles, if you know what I mean.
Flat
http://i36.photobucket.com/albums/e2/pfassett/skin.jpg
Model
http://i36.photobucket.com/albums/e2/pfassett/RifleCase.jpg
Going to start on the skin now. Thanks for all the help.
Flat
http://i36.photobucket.com/albums/e2/pfassett/flat.jpg
Texture isn't stretching or anything.
http://i36.photobucket.com/albums/e2/pfassett/render.jpg
And Normal mapped crate
Im still going to put alot more detail in the normal, I just wanted to make sure it looked ok first.
I always find you're better off getting the normalmap done before you start texturing.
i appreciate that you want to make hand painted textures-- i think being creative is awesome, but IMO, there's nothing wrong with a base as long as you can work it in your direction. right now, that texture you have... just doesn't read as wood. start with a wood texture, edit it depending on your style, add some dirt, marks, scratches, location specific detail, dirt, dust, grime, whatever.. it'll be fuckin slick.
if you're going to stick with what you have right now, here's some crits.
there's no range of detail. right now you've got what amounts to a very even coat of noise covering the whole object.
check out a piece of wood like this one:
http://mayang.com/textures/perl/preview.pl?image=wood_varnish_9271244.JPG
if you move your head closer and further from the screen, you'll notice a wide level of detail..
there are large details-- general value varience accross the surface.. those large but subtle white rings..
medium details-- knot holes, wood grain, interesting swirls in the grain
small details- marks and scratches
tiny details- fine wood grain
there's a few important things to notice. this balance of detail makes it so the object can be identified at any distance. this is an important thing to learn, especially if you're like me and work on RTS games, but it's certainly universal
the second thing worth mentioning is that every. single. detail works together to tell the story of this piece of wood. the objects we see are just a collection of the components that make them up-- this might seem obvious, but it's very important. EVERY SINGLE PIXEL of your texture has to make absolute and perfect sense, because the understanding of this object that you're making is only composed of the collection of understandings of it's components, if that makes any sense.
i think in general, the process of improving as an artist is a process of making deeper distinctions of understanding of what it is that you're making.
Still need to work on the metal bindings on the brackets, don't look like metal yet, but it's getting there.
Not very likely though and it would be very noticeable and you don't want that.
Also it doesn't look like the normal maps are really doing much for this.
* i took a second look. I can see them now. Maybe you can add some rivets, nails, whatever to make it more detailed / interesting and a spec map would help.
Also maybe doing some type of paint on the wood would be more appealing and having some chipped off / worn.
That way you can do a few different variations of this.
This texture is hand painted in photoshop.
I'll post a flat when I get back from looking for an appartment.
Front
Back
If there is anything you guys think I can do to improve these let me know. Been struggling lately to finish anything.
Also any 90 degree cuts = no good, the raytraced will look straight on when rendering, and if you've got a something cut into your mesh at a 90 degree angle like: |_| the raytacer cant see the difference, because it dosent see the sides, onto what you would see looking straight at it. So you need to soften the edges around, or make the shape more like this: \_/