ok heres me crits
-main axle thing has only 8 sides, while you've spent more on the handle by the looks of things
-spec needs work overall push the levels, needs more contrast, this is esp true of the stone
-need some big shapes in the normal maps for the wood to catch some light, maybe the odd deep split
-desturate the wood alot, looks like pine from B&Q at mo, wood gets sun bleached pretty easy
- the tiles needs more dirt and grime, possibly a little green in the reseased areas, use the AO as a mask
-same with the sone work at the bottom, wells get damp, so i would add some mossy stuff on the surfaces facing upwards, use the green channel in the norm as a mask for this
-more large variation, youve got the textiure space so use it to get a better range in
Desaturated the wood, and added a better normal map. Played with the high poly base in Mudbox as well for better normals. Added some growth around the crevices.
Thanks for the green channel tip. That will come in handy.
I liked the first one better since it looks like something I could probably find in warcraft. Looks nice. The only thing right now is the green stuff seems to glow a little. I think you might have to lower the saturation on that a bit and maybe take out a bit of the yellow in it. I would add a little wear an tear on the bucket. Expose some of the metal color and some dents, and maybe a little rust. Nice work.
i dunno if pcount is a issue to you but you could probably stand to bring this down a good bit without losing much detail, im mainly looking at the roof and the crank handle it looks really nice tho nonetheless!
Only thing that really bothers me is all the wood attached to the under belly of the roof. Im pretty sure you could have done all those planks in the normal map. You'd save over 200 polys with those gone.
My main crit has to do with the moss -- it looks okay for moss on the ground, solid, but for patchy bits growing between cracks in stone i think it's way too green.
1. I think the moss is too constant between the rocks. It could be broken up a bit, i've never seen moss grow that evenly in *cracks* -- over whole surface, sure, but it usually comes out spotty in narrow areas, i dont know why
The moss gets as green as you have it in direct sunlight, and in large patches, but check out the lower parts of the rock, and where it's growing in creevices and such -- it's more broken up, there are shadowy lines between areas where the moss is better grown and more importantly, it's not near as green.
Since you're in the cracks of a well and videogames dont have complex enough lighting solutions, i'd darken/desat it a good deal. (*maybe* try a greenish spec to fake sss, but i dunno if that'd work.)
Everything else looks good, and i think the greener moss works on the top, the contrast looks natural against the red. In fact the whole roof/shingles texture is great.
Replies
looks great, no crits here.
-main axle thing has only 8 sides, while you've spent more on the handle by the looks of things
-spec needs work overall push the levels, needs more contrast, this is esp true of the stone
-need some big shapes in the normal maps for the wood to catch some light, maybe the odd deep split
-desturate the wood alot, looks like pine from B&Q at mo, wood gets sun bleached pretty easy
- the tiles needs more dirt and grime, possibly a little green in the reseased areas, use the AO as a mask
-same with the sone work at the bottom, wells get damp, so i would add some mossy stuff on the surfaces facing upwards, use the green channel in the norm as a mask for this
-more large variation, youve got the textiure space so use it to get a better range in
Thanks for the green channel tip. That will come in handy.
Alex
-Woog
1. I think the moss is too constant between the rocks. It could be broken up a bit, i've never seen moss grow that evenly in *cracks* -- over whole surface, sure, but it usually comes out spotty in narrow areas, i dont know why
2. In reference... http://farm1.static.flickr.com/152/399762032_d42f238c5e.jpg?v=0
The moss gets as green as you have it in direct sunlight, and in large patches, but check out the lower parts of the rock, and where it's growing in creevices and such -- it's more broken up, there are shadowy lines between areas where the moss is better grown and more importantly, it's not near as green.
Since you're in the cracks of a well and videogames dont have complex enough lighting solutions, i'd darken/desat it a good deal. (*maybe* try a greenish spec to fake sss, but i dunno if that'd work.)
Everything else looks good, and i think the greener moss works on the top, the contrast looks natural against the red. In fact the whole roof/shingles texture is great.