I have really been trying to bust out quick props, with very few tri's and working harder on the texturing side of things. These are a few things I have finished in the past couple of days. Any thoughts? suggestions?
and
or you can see them in my blog! :P
Later!
Replies
The ceramic vase or pitcher looks nice.
i love the two vases you have there, the trebent's uv could of been arranged a little bit better, since those legs are identical and you hardly see two of them at the same time directly, perhaps you can stack them ontop of each other, and give the UV of the inside faces a little bit more uvspaces.
anyhow, they look pretty good, maybe just a little bit of push
I would recommend not using a semitransparent white for the glass. Instead try to make a fake reflection or maybe just some dirt to show there's a transparent surface in front of the weapons.
Work with the scale of the wood texture, and try to figure out how it should be aligned. It looks like the whole thing was carved from a single block of wood.
Vases are nice though
On the glass, This is what I used then just turned the transparency in Maya way down. I had no idea how to texture glass, so I did what I knew!
http://zacharyrussellphotography.com/__oneclick_uploads/2008/08/glass-copy.jpg
Also does setting up that PSD link in Maya, does that make life easier? While I am working in Photoshop, have to save out that JPEG, then go back to maya open up the hypershader, double click the phong with the texture, and then click update, to see the texture...
Also, would lots of things like the vases be good for a portfolio? I figure I am going to try to get a job doing prop modeling. It seems to be the best thing I can do! lol So why not focus on that right?
Found a tut on the AO maps, going to try todo that now...will update!
ADDED:
http://www.game-artist.net/forums/spotlight-articles/1317-tutorial-ambient-occlusion-maya-alchemist101.html
Everything came out white, unlike what the tut said would happen...then only thing I see when I render, is is the inside of the vase...
I am going to go ahead and do the rest and see what happens...maybe try another object?
I am scared my normals are facing the wrong way??
When I am outside of the vase where I would reach and pick it up, it looks white and I can see inside. See Example 1
http://zacharyrussellphotography.com/__oneclick_uploads/2008/08/outsidevase.jpg
When I am inside the vase, like a mouse would be stuck in it looking up. This is what it shows me.
http://zacharyrussellphotography.com/__oneclick_uploads/2008/08/insidevase.jpg
On the tutorial, it says you will have a grainy image, but I do not have grain. I do not have anything.
I just tested out something. I turned on reflective and got a little something
http://zacharyrussellphotography.com/__oneclick_uploads/2008/08/reflective.jpg
Is this correct? It said baking can take a lot of time and I want to have this right before I try that...you know?
Thanks!
ADDED: When you put the light on the dark and dark on the light everything is switched?
I turned the spread up to 25, and got much better results (they seem that way anyways), and it cut off the bottom?
http://zacharyrussellphotography.com/__oneclick_uploads/2008/08/25spread.jpg
I am trying to be as helpful as I can about what I am doing, and I think something I am doing is wrong...I am pretty sure I set up every thing correctly...I just am not getting something correct...
any ideas?
With the big cupbord, I think some subtle little shadows around the screw bolts, hinges, and ventilation would help it pop out more. Another thing is that a lot of wood furniture is made with different pieces of wood. (Unless it's hand carved, or fine crafted. Always exceptions!) So the wood grains don't always match up.
When I created the Uv's I used the cylinder mapping tool and left the coverage at 180 so they do overlap. I just select the second half and move them?
Thanks Ziodyne.
I was really hoping that green would turn out more like the red goblet...but to no avail? I did not do anything different from the goblet to the mug? Was it just colors and what not?
Also I tried AO baking everything but the book, and they all came out with artifacts, and horrible...So I do not know what to do about that.
also, when baking, I noticed on the tutorial it said to change the environment background to completely white? This is a method I am unfamiliar with. I usually have a black background so I can see the AO easier. The reason the only thing you see is white in your renders is because of the spread and it also happens to blend into your white background. That's why when you changed the spread to 25, you were able to see something.
Question, do you have anything surrounding your object? Like is your object enclosed in a sphere? Make sure there is nothing around the object to block the AO from computing properly. And double check to make sure default lighting is enabled.
Some objects that are VERY simple might not always benefit from an AO pass. Like something flat like a book, there isn't much AO to produce. Keep at it man.. i like how you are challenging yourself to keep all your objects and textures really low. The weapons case you built could use a bit more polys though, maybe bevel the edges? Only thing is if you do, you would have to do the UVs again. See what happens, good luck!
Come on I am ready for some crits!! Even though I think I am done with these 6 pieces...
While it might work in some cases, depending on how you set up the scene, it can cause the lighting to look off, thus fake, even if its not very obvious to the eye.
It's usually better to remove all the lighting info on the texture first, then AO bake it back in whatever scene you're rendering it in, so the lighting looks natural.
http://chrisholden.net/drender02.jpg
For example I just made this:
out of this which is tiled in four times then cloned to mix up repetition:
http://www.imageafter.com/image.php?image=b17trevor014.jpg
and this one desauturated and set to overlay as the macro once
http://www.imageafter.com/image.php?image=b19woods132.jpg
This could even furthered be tiled four times into that 1024 and then another single tiling image desaturated and overlayed.