As low poly as it gets I think...I could delete the bottom of the fence posts, but I decided against. I may add a cart or something to this corner and work from there. This started as just practice, though I like the look? Oh and time spent was like an hour to and hour and a half.
Newer render...Any better?
First time touching Maya in like a week, since my crate thread, my head has hurt...And I needed to do 30 self portraits :thumbdown:
What you think?
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Trying to make digital love to the pixels...
catmull-rom?
Anyway, texture looks ok, it's just blurred to hell in the render.
Will it make the texture look sharper? I will play around with the rendering if it will make that much more of a difference :P
Maya is the program I use.
Like on the hyper shader itself? Where would I find this? Any screenies?
I might have found it...
Turned off the texture filter, and changed some pull down menu to Mitchell...Better? I added it to the OP to get a better look.
Good height for the haystack? width? No bump map or anything, just a texture map...Time 30-45 minutes?
you've got some stretching in the back haystack. just make one, then duplicate it and rotate. if you scale it up then scale the UVs accordingly.
since this is a game asset you shouldn't really render it out. a screenshot from the persp camera with a single directional or point light would be closer to how itd look in a realtime game engine.
Nope no references. This is probably my number one problem with my work flow. I never use references. I start my object, get an idea of what I want it to look like and just go with it...I need to correct the problem now rather then later.
I will try desaturating a touch, but what are alpha planes? How do you use them? I was also thinking of adding a normal map?
I have heard different opinions on how game assets should be render, or not be rendered out...I have no real idea about how to set up lights, or render or anything, but I know when I do render, it looks much better then whatever is in my viewport.
I need to get rid of the knot...
I do not know about the stretching cause I could show you views of all sides and they look good in the viewport, it is like I have a DOF on or something?
Well thanks for the feedback, here is the cart I have been playing around with.
I was thinking of scraping the sides, and making them more like this. I think it would make more sense, as it would be lighter? I like the colors in the wood, just not the rust. Too orange, not rusty-enough.What do you think? 512x512 color and bump map. I like the over head view personally! lol.
Laters!
The cart also looks like it's currently carved neatly out of one piece of wood. You need to give is some spaces or cracks between the individual boards and a little framework on the outside to hold it all together.
The metal wheel texture is completely the wrong colour. It'd likely be made from wrought iron which tends to be pretty dark when it's been out in the weather - you can see it on your reference picture there. It's also doesn't rust all that much. I'd suggest going for a very dark brown with a subtle noise pattern over it.
1. build a clean version of the cart - planks of wood, nails/screws etc. metal looks like metal, wood looks like wood.
2. apply "weather" dirt - how the environment would naturally dirty it just by being left outside
3. apply "repeated usage" dirt - the wheels and flatbed would get scratched up and worn out a lot more than anything else
4. ambient occlusion pass = instant sexy
5. ???
6. profit!!!
ADDED: I added some grass...anything?
I know that some things could be re-sized, but I did these 1 item at a time, using a 512x512 for each.