Hey all, I got the Eat3D Next-Gen Texturing DVD and i watched through it, I then started to texture their model myself. Easily the best texture I've ever done, and I've learnt ALOT. Great DVD. Anyway here it is
Max Viewport Grab
Any crits on the texture? It's all 1024x1024 maps. Only Diffuse and Normals so far.
Replies
Where abouts in Shropshire are you from?
and im from telford. why do you ask?
And odium i'm in wellington =p
Great job either way, keep it up dude. I see your 16? Jesus... Wish I was that good when I was 16...
And thanks Vig, and i would show texture flats + wires, but the model wasnt made by me and the UV layout supplied is quite bad and wasteful, so not much to see.
Heres another max viewport grab, nearing completion now
only thing that caught my eye is the green coloring on the ground, it seems just as that, coloring, perhaps if you try to separate it out a bit more with a stronger normalmap. nevertheless, very cool
Kinda feel the same way about the fence posts, maybe intensify the spec just a little bit? Just my opinion.
All in all though, it's turning out very nicely bro. Keep it up.
No idea, just is.
I wondered the same thing when I first saw the ad for the dvd...
Anywho, very nice dude.
qft.
Alex
Looks great.
Alex
As for the fence, its a chain link fence, covered by concrete on one side, wood on the other and covered in burlap and the whole thing has been electrified to 25,000 volts. So stay the fuck out ok?
Looks good, I think I need to put some money aside and pick up this dvd as well.
Anyways, looks great... and now I'm buying the dvd as we speak :P
I wanna see what you've learned and put it towards your own model next, lets see how well it transfers
Good job man.
And what do you guys think i should model to tie in with this?
However I would not go ahead and put this on your portfolio if I were you....I feel its best to keep art tests or tutorial things like this seperate from your actual portfolio. This is good practice tho
Edit: dont mean to jump to conclusions or anythin and assume u do want to use this as port piece but im jus sayin anyways...
read my previous post. i said if anyone had any ideas of what i should make to tie in with this.
Take a page from Fallout. Modern post apocalyptic would fit in similar theme. Other ideas could be run-down ghetto basketball court, junkyard security office (exterior), something similar to Stalker environments or resembling a resistance headquarters in half-life2. All are about the same thing as far as materials and basic props.
Pardon me, by that, I thought you meant you were going to expand a scene AROUND this piece. I was trying to say, make something brand new to base your scene around.
Not without specular.
Viewport Grab:
338 Tri's
Texture Flats:
local? but yeah i used crazybump for getting some extra normals from the diffuse and for the specular... why?
Wrote this up a few weeks ago, that'll hopefully explain it better.
Googled.
Do you see any Shell logos sticking out? They don't! But they do on your normal map..
EDIT: sorry, the image I googled was HUGE.. cropped it and reuploaded it on imagehost. hope the owner of the image doesn't get angry.
I don't mean to be the rain that floods your parade. And I'm sorry for having the reading comprehension and observation skills so many on this forum seem to lack.
It sounds to me, from your description, that you simply watched this video, didn't follow along, and afterwards took all the files provided (high poly, low poly, baked maps from them) and simply slapped your own textures, possibly sourced, on top. For this, I'm not going to applaud you for any effort. I believe you've misled some into thinking you did follow along, creating your own geometry, and provided your own textures instead. Some on here have wasted the time critiquing the mesh and complete scene.
Judging from the barrel, you've learned nothing from this video about what a normal and spec map does to improve a texture...only that they are used.
My advice, is to watch the video once more. Follow along the best you can. Then, create your own similar (but not identical) scene based on what you've learned. Then branch out with other scenes, correctly using the normal map and spec maps as needed. Then, you will learn from experience. If your focus is simply to create textures, then only post the textures and additional maps created from them.
It also looks like he just ran the normal maps and spec map through without adjustment or post process...I'm not seeing any spec for one thing.
I wouldn't say that. However you are probably not as good as you thought you were. That's good. Once you think you are good you won't develop However you have to be pleased with what you do. If you are pleased with the barrel then be. However if you aren't then figure out what's wrong and fix it
Like.. you're the one setting how far you want to go. We're just telling you how to improve if you wish for it.
EDIT: I mean.. there's no one who shows their stuff here that doesn't get critique
Part of succeeding and moving along is to throw away something that takes longer to fix and then simply start over...you will then have a much better mindset where to go and then not go over your head...as well as take in the feedbacks.
Next, I would improve your lighting for the render to see just how accurate they are working. Have one light provide a nice specular highlight, and another light with less intensity filling in the shadows. This may lead you to lighten areas of the specular map, as it is painted metal, and more so to the spots where the paint is worn off.
Make the specular brighter on the bare metal and sharper.
Was your normal map generated from a high poly model? If so it could be more "Refined" it could use more polies, your top circle hole should be round instead of segmented like it is. Also the ridges that go around the side of it dont look as defined as they are in the photo, especially the top and bottom lip, it's really pronounced in the photo. The normal detail that matches the paint should be a LOT sharper on the edge where it meets metal. Right now the normal looks really soft.