Hey everyone,
Below is a Low Poly project I am working on. The actual model consists of three different parts: the hull, the conrol panel, and the engine. As of now I will show the Control panel and will post the other two soon after.
Here is the model in its entirety
Here is the specific piece I am focusing on in this post
Here is My Clay render (522 tris):
Here is my diffuse map, Normals map, and Specular map (in that order)
Again your feedback is greatly appreciated
Thanks!
Replies
A) Figure out what kind of game this is for, and model/texture to that. If it's an RTS, your polys are probably fine. FPS you could stand to add some more details and such to the geometry.
There is absolutely no reason you should have your texture stretched like that. If you need to paint round objects as ovals, you've got a problem. Fix your mapping.
C) keep working on the texture in general. Add more contrast, and make sure that everything in your texture reads as what it's supposed to be. i.e. It needs to be clear. Right now I don't know what the blue part is (a screen maybe?) Forget the dirt. When you're just starting, dirt turns into a way to hide sketchy work. Make a clean version first, then add dirt and such on top.
Keep going, you're on the right track.
Hope this helps. Is looking good just needs tweaking.
Cheers!
Your spec, has the computer screen with data in it. That's not a good idea for the spec on a screen, its going to be blotchy. More then likely you'll want a nice smooth high spec that fades around the edges. I also think there is too much white in your spec, in all the wrong places. You can use spec to help define the edges that are specific to the normal map. So tone down the overall spec and play up those edges, both modeled and in the normal.
Keep up the good work and fixa, fixa fixa...
Pretty much the only thing youll need to make sexy speciiz *goes worship ID staff poster*
yeah definitely brad,your always very welcome.The main thing is,if those guys are doing it, then it means that how it should be done i had so much fun read through their documentation. Check this out :-
http://www.iddevnet.com/quake4/ArtReference_CreatingModels
i had an eyegasm when i saw it the first time