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A fence?

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.

fence.jpg

Newer render...Any better?

fence-copy.jpg

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?

Replies

  • PixelMasher
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    PixelMasher veteran polycounter
    a piece like this is pretty good for texture practice. I would say ad some bend and sag to some of the boards to break up the cg cube look. also for a 512 your texture is really blurry, you could get a lot more out of it i think. could use some sharpening, it would be handy to see a texture flat.
  • Quokimbo
  • BradMyers82
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    BradMyers82 interpolator
    Looks pretty good to me. Seems like you have learned a lot from your crate thread, I saw a week or two ago. I don't see any reason to leave the bottom faces on the fence post though. Not only does it waste tri's, but probably valuable texture space as well. Unless, of course it was for some type of destructible game where pieces would go flying everywhere. So if the post is meant to stay in one place, you should delete that face (didn't mean to rhyme, lol).
  • LEViATHAN
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    LEViATHAN polycounter lvl 11
    Render with catmull-rom on please. :poly141:
  • Quokimbo
    LEViATHAN wrote: »
    Render with catmull-rom on please. :poly141:

    catmull-rom?
  • LEViATHAN
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    LEViATHAN polycounter lvl 11
    Oh, you're using Maya.

    Anyway, texture looks ok, it's just blurred to hell in the render.
  • rooster
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    rooster mod
    aye default antialiasing is a bit same as max, thers one called mitchell something which is quite sharp
  • Quokimbo
    rooster wrote: »
    aye default antialiasing is a bit same as max, thers one called mitchell something which is quite sharp

    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.
  • rooster
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    rooster mod
    it can do, have a play with the different antialiasing settings and see what difference they make. you can also try turning off filtering in the file node
  • Quokimbo
    rooster wrote: »
    you can also try turning off filtering in the file node

    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.

    fence-copy.jpg
  • Quokimbo
    Did a little work on this, added a haystack...Well one hay stack duplicated. I may try to add a cart next, then some grass...but one thing at a time.

    hayfence-copy.jpg

    haystackfence.jpg

    Good height for the haystack? width? No bump map or anything, just a texture map...Time 30-45 minutes?
  • BradMyers82
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    BradMyers82 interpolator
    The model for the haystack looks fine, but I dont like the texture for it. I think you may have some bad uvw stretching here. Anyways, do you have references for the haystack?
  • SHEPEIRO
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    SHEPEIRO polycounter lvl 17
    add some alpha'd planes to that haystackto break up the sillohette, make it lower as well to prevent too much uv stretching, the texture also needs de-saturatinga touch, and possibly try to remove some of the black from it.
  • rhoymand
    that knot is an eye sore on the fence. it looks interesting, but its a dead giveaway when you see it repeat like that.

    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.
  • Quokimbo
    I had no idea I had so many replies on here. I have been working on this cart...A hand movable cart, for use moving these hay stacks around the field.
    The model for the haystack looks fine, but I dont like the texture for it. I think you may have some bad uvw stretching here. Anyways, do you have references for the haystack?

    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.
    SHEPEIRO wrote: »
    add some alpha'd planes to that haystackto break up the sillohette, make it lower as well to prevent too much uv stretching, the texture also needs de-saturatinga touch, and possibly try to remove some of the black from it.

    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?
    rhoymand wrote: »
    that knot is an eye sore on the fence. it looks interesting, but its a dead giveaway when you see it repeat like that.

    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.

    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.

    cartheystacks-copy.jpg

    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!
  • Steve Schulze
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    Steve Schulze polycounter lvl 18
    It's all pretty noisy. I would suggest you ditch the photographic textures entirely from the cart and paint in the basic detail by hand, then add some overlays if need be. At present it looks like you're just copying and pasting directly from photos which, while it's not entirely terrible on the wood, looks pretty nasty on the wheels.

    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.
  • rhoymand
    with a 512 map on the cart you should be able to get in a lot of detail. post up your texture too along with the UV layout. for the purposes of learning I'd do it methodically:

    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!!!
  • Quokimbo
    I worked this cart over this morning...Improvement?

    cart-copy.jpg

    ADDED: I added some grass...anything?

    cartgrass1-copy.jpg
  • Quokimbo
    cartflat.jpg

    I know that some things could be re-sized, but I did these 1 item at a time, using a 512x512 for each.
  • SHEPEIRO
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    SHEPEIRO polycounter lvl 17
    that grass is vile, too saturated and low res, and people dont harvestswhen the grass is green they harvest in general in late summer
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