It looks really plain and boring to me. I don't think that shader you have there is doing much more than just a diffuse, spec and normal would.
It looks jaggy in places and the edges are really hard. I'm guessing you didn't make a high poly version to get your normals from because it is pretty obvious in the lack of ao and just the blah look.
Also your damage is all over the place like the incredible hulk tossed this fucker down an alley.
Spec is always your problem, man. You need to really push it to seperate materials. Why is that tarp so flat? That metal just plain grey, those barrels as matte as the wood, etc etc.
Anyway looking good, in general. Keep up work like this and you shouldn't have much trouble finding work, especially if you start using specular a bit more effectively.
I'd tweak the green to look less like disco green and more like the proper paint you find on those containers and would get rid of all the almost black weatheration. Can you see it anywhere in your reference ?
Your prop will thank you if instead of black stuff you add some gray/brownish dirt like in the reference. It will add some color and look much more realistic.
The spec map seems neglected, the 'no humping allowed' sign would blind you with it's reflection. As sup said, use the spec map contrast to create clear separations between materials, and the weatheration on them.
Man, IMO you went about this the total wrong way. Every surface you could mirror, DO mirror. Every surface you feel you could get away with alving and folding the UV over on itself, DO IT.
Honestly, you could get 4 times the resolution out of this texture at the same res, if you just worked on those awful UV's. If you want the sign and the "27" on the one side only, then make them decals.
Really, its a dumpster, its never, ever gonna be seen enough to warrent so much UV space.
It looks really plain and boring to me. I don't think that shader you have there is doing much more than just a diffuse, spec and normal would.
It looks jaggy in places and the edges are really hard. I'm guessing you didn't make a high poly version to get your normals from because it is pretty obvious in the lack of ao and just the blah look.
Also your damage is all over the place like the incredible hulk tossed this fucker down an alley.
Replies
It looks really plain and boring to me. I don't think that shader you have there is doing much more than just a diffuse, spec and normal would.
It looks jaggy in places and the edges are really hard. I'm guessing you didn't make a high poly version to get your normals from because it is pretty obvious in the lack of ao and just the blah look.
Also your damage is all over the place like the incredible hulk tossed this fucker down an alley.
Constructive critiques welcome,
Anyway looking good, in general. Keep up work like this and you shouldn't have much trouble finding work, especially if you start using specular a bit more effectively.
Your prop will thank you if instead of black stuff you add some gray/brownish dirt like in the reference. It will add some color and look much more realistic.
The spec map seems neglected, the 'no humping allowed' sign would blind you with it's reflection. As sup said, use the spec map contrast to create clear separations between materials, and the weatheration on them.
Honestly, you could get 4 times the resolution out of this texture at the same res, if you just worked on those awful UV's. If you want the sign and the "27" on the one side only, then make them decals.
Really, its a dumpster, its never, ever gonna be seen enough to warrent so much UV space.
Oh, someone hacked Photobucket (www.photobucket.com) so I'll rehost my stuff.
How about a corpse in a dumpster mini challenge.
not mine. but at least its some imagery of dumpster
LOL! you crack me up jesse!! btw how are you?
Though it would be nice to make some cool fantasy-thing dumpster as a contribution to this thread.