never never ever ever ever ever ever ever ever ever *breath*...ever ever ever ever ever ever ever ever ever ever ever create a normal map from a "raw" texture, always use high poly geometry and bake it onto a low poly, its like a cardinal sin or sumfink!
Well its ok for minor things to add minor details but not for an entire model.
there is a tut showing you how to create a normal map for a texture, showing you how not to do it (straight throough crazy bump) and showing you how to do it, creating height information in photoshop but I cant find it, anyone any ideas?
chris
there is a tut showing you how to create a normal map for a texture, showing you how not to do it (straight throough crazy bump) and showing you how to do it, creating height information in photoshop but I cant find it, anyone any ideas?
chris
Dekard hit the nail on the head with the normal/spec maps.
The crate boards are glued to one another? A search for ref shows most of the wooden crates are slotted and slats fit inside the end caps with added nails to reinforce. Most also have handles of some kind.
overall I think you have a good start on the crate. I agree with the edges of the crate don't have those loops. The front boards should vary this will add to the realism, nice grunge work on the board with the head stamp, that works well. I would suggest d-saturating the whole wood texture a bit it looks like atomic redwood. good work so far
J
i think what you need to do is go right back to the modelling stage on your building. Forget about the textures for the moment and observe buildings from life. Most buildings are far more than just a box and have far more interesting silhouettes than yours.
The difference between a good building and a bad one is in the small details. Think about what can be done in texture and what has to be modelling to add to the silhouette.
Think about adding extras such as:
- Bent drain pipes to break up the straight lines on the corner of your building
- Shutters, both open and closed over your windows. Maybe some boards as you have.
- Currently everything is very flat. Think of how you can incorporate things which project away from your buildings.
- adding wiring and transformer boxes to accept power cables.
- Electrical meters on the exterior
- signage etc
Take a look at this old house, i dont know if you where going for a specific style but these kind of old buildings are a good place to start.
see how it has all those interesting little details which allow you to know instantly its a building. Currently yours is lacking these key elements. The overhang on the top of the building is great for casting shadows and breaking up the facade of a building.
Just observe buildings from life and work on recreating that. 1024 is a massive texture and you can cram a lot of detail into it before it starts to break down.
On a side note, the tri count for this assignment was 10k tri's, hence why it has 9660 amount of tri's.
Other wise it would have been much smaller
RIGHT miss *stern glare*
I would do another render for a close up too. A bit to far away for someserious comments. From the looks of it though, that copper piping turned out great!
I didn't know tape could shine like that... they most be washing them weapons pretty good after slicing someones head off :P
Taking your diffuse and cranking the levels up on them doesn't make it a spec man... are you sure that wood should be that shiny? I don't think so...
Look at real world reference for a second and see how objects react to light, then hammer out a couple of simple models focusing more on making a spec map that actually works.
You're getting there man but take a step back for a bit and focus more on the basics first, rushing into the cool techy shit before understanding how and why that techy shit works will hurt you in the end.
Replies
Well its ok for minor things to add minor details but not for an entire model.
there is a tut showing you how to create a normal map for a texture, showing you how not to do it (straight throough crazy bump) and showing you how to do it, creating height information in photoshop but I cant find it, anyone any ideas?
chris
Possibly Talons?
http://www.hull-breach.com/Talon/temp/normalMapMiniTut.jpg
Saoribaby, I would suggest having a read through that.
The crate boards are glued to one another? A search for ref shows most of the wooden crates are slotted and slats fit inside the end caps with added nails to reinforce. Most also have handles of some kind.
J
The difference between a good building and a bad one is in the small details. Think about what can be done in texture and what has to be modelling to add to the silhouette.
Think about adding extras such as:
- Bent drain pipes to break up the straight lines on the corner of your building
- Shutters, both open and closed over your windows. Maybe some boards as you have.
- Currently everything is very flat. Think of how you can incorporate things which project away from your buildings.
- adding wiring and transformer boxes to accept power cables.
- Electrical meters on the exterior
- signage etc
Take a look at this old house, i dont know if you where going for a specific style but these kind of old buildings are a good place to start.
http://www.cgtextures.com/texview.php?id=12074&PHPSESSID=578012b999a3d61fc39a495b8a024dd1
see how it has all those interesting little details which allow you to know instantly its a building. Currently yours is lacking these key elements. The overhang on the top of the building is great for casting shadows and breaking up the facade of a building.
Just observe buildings from life and work on recreating that. 1024 is a massive texture and you can cram a lot of detail into it before it starts to break down.
Other wise it would have been much smaller
RIGHT miss *stern glare*
I would do another render for a close up too. A bit to far away for someserious comments. From the looks of it though, that copper piping turned out great!
agreed on putting up a close up shot. and once you get the high poly bake on there with the gears and bolts is should be looking ace!
but on the spec side id paint in some places you want high lights, lighten up the edges that would be used the most ect. keep it up.
Da images not showing.
Taking your diffuse and cranking the levels up on them doesn't make it a spec man... are you sure that wood should be that shiny? I don't think so...
Look at real world reference for a second and see how objects react to light, then hammer out a couple of simple models focusing more on making a spec map that actually works.
You're getting there man but take a step back for a bit and focus more on the basics first, rushing into the cool techy shit before understanding how and why that techy shit works will hurt you in the end.