So I'm taking cholden's advice and working on some Warhammer concepts to try and improve my texturing. This is the one I'm starting with:
http://amandaburrelli.com/images/warhammer01.jpg
Here's the model I finished up last night. I think I'm ready to start unwrapping, but I figured I'd run it by you guys first in case there's any glaring errors I should fix first.
Any feedback at all would be appreciated, as I'm really trying to get my work up to standard.
Thanks.
Replies
I agree with rares about floating the thick spikes for reduced polycount.
Those little dings and notched knocked out of the metal base (bottom right) are great touches, add more based on the concept. You should also push the base further per my PM.
One more pass and you're geo should be final.
Oh and edit your original post to link the warhammer concept. It's too wide and breaks the forum format. It'll make your thread easier to read. I think it's any image of 800 wide.
Got a plan for the textures? A 1024x1024 would probably be plenty.
also looks like you can remove most of those edges in the base of the a-frames.
Looking at the work on your site compared to this, i think you are definitely moving in the right direction. Learn from concepts that you find, obsorb what you see, then apply it to your own works. Right now much of whats on your site is rather bland, needs to be spiced up quite a bit, this so far is looking good. Scale up those notches, and the pot a little bit, then you can begin unwrapping this bad boy. Looking good so far.
Only images in fifth post is shown, sorry for my bad english)
I've got the base materials down on the diffuse map, and I need to go in and beat it up.
It looks like you got a good bas to go from, just start painting in some lighting, heu shifts, occlusion and details and it will start to really pop out at you.
a.leigh: While this model has made fairly good progress, I think you still need a lot of work on the textures, even at this initial stage it's just looking very... drab. To really make it fit with the Warhammer universe style I think you're going to have to knock the contrast up a fair bit, brighten the metal, and really accentuate the edges of all the elements when you get around to doing another pass on it.
Also, to really see the textures working, I think you should try cranking the self-illumination of the textures so that there's no gouraud shading from the default lighting, then you can really push the texturing quality and see it on its own merits, the default lighting just makes everything look boring (shading to black).
Anyway, I think if you really focus on the texturing stage now, and pay close attention to the art style of the Warhammer universe (not just the games, but the newer paintings and the miniatures "official" paint job styles) then you will really be able to make a cool portfolio piece out of this.
I can see all pictures on this site exept in this thread. sorry for my bad english again :-[
I brightened up the metal in most places. The bottom areas of the cauldron I darkened a bit since it would have soot all over it from having a fire going under it. I also tried to highlight the edges a bit, and generally up the contrast.
Using the self-illumination suggestion was helpful, btw. Thanks. I feel like I'm making progress with the textures, but I know I can push it further. Any more suggestions/critiques?
Also, your background color needs to be neutral. Being as bright as it is hurts the presentation.
As far as texturing goes, really think about how the grime and dirt would build up between the grooves and crevices. At the moment everything is just sitting on top of each other.
Obviously a quick fix, but is this more in the right direction for the metal?
The thing about metal is it has a really high level of contrast which makes it look shiny. (Assuming your going with just diffuse...) Also, it looks like you did a good job painting the shadows in there, but now you need to hit it up with some strong highlights. Painting the edges, making small scratches and some basic shine should really give it that metal feel, and make the forms pop out more.
Keep at it!
I did put a spec map on this as well. I'm happier with this version than I was with my last one.
quoted because your metal keeps getting lighter and cleaner. It's starting to look less like cast iron and more like aluminum!
Yeah, good point about it looking like aluminium... Guess I went a little too metal-y after seeing the comments about it looking more like concrete. I darkened it up and made it a little more dirty. It could probably use some more dirt and grime in places, but is this more in the right direction now?
your texture is way too noisy and it seems very uniform all over.
for example, if you put a flat shader on it (no highlights or shadows), all the forms would almost get lost in each other because you wouldn't be able to tell them apart from by the textures.
thats what i would recommend for you to do. put it on flat shader/self illuminated and then fix your texture so you can accentuate the forms and be able to clearly see them.
EDIT: oh, and i dont mean just a 1 or 2 pixel light grey line to simulate "scratches". a lot of people do that on EVERY edge and it destroys the texture. good luck :poly121:
I would like to see the way you have approached the textures. right now,they kinda appear muddy.
Vj