Home 3D Art Showcase & Critiques

Couch & Ottoman.

Tear it up with some of whats bad and whats good?

couch.jpg

I tried to create a not so noticeable tilling texture. Did I accomplish it? Hows the models look? I plan on adding more, just one piece at a time! :)

Replies

  • MoP
    Offline / Send Message
    MoP polycounter lvl 18
    They look alright, but certainly nothing special. Good for practice I guess.

    My main question would be, what is your aim with these models? If it's just for learning more about lowpoly modelling and tiling textures, then fair enough, but these should never be used for portfolio pieces.

    I don't think there are many new (good looking) games which use tiling textures for props like furniture, that sort of stuff went out with Quake 2 pretty much.

    These days if you want a good portfolio piece which is an item of furniture, you're going to have to make at the very least a unique or mirrored / reused unwrap and great diffuse texture, just a tiling fabric map on its own won't cut it. Ideally you'd make a highpoly and bake down to normal map, then texture it nicely.

    Obviously you're not at that stage yet, but hopefully what I've said makes sense as a logical next step in your game / environment art work - I assume you have been thinking along similar lines yourself already.

    Keep it up! :)
  • Quokimbo
    MoP wrote: »
    My main question would be, what is your aim with these models? If it's just for learning more about lowpoly modelling and tiling textures, then fair enough, but these should never be used for portfolio pieces.

    My aim was just for learning more about lowpoly modeling and tiling textures. If you gander through my portfolio, you will know exactly where I am. I am still trying to understand how to size and proportion thing correctly in the 3d space. I mean the only reason I think I scaled that couch and ottoman correctly is because I was walking back and forth, bewtween my computer and moving my ottoman up against my couch and basing the sizes against each other that way LMFAO. And that is how I am going to make the scene of my living room...Or at least I am going to try. :poly122:
    MoP wrote: »
    Ideally you'd make a highpoly and bake down to normal map, then texture it nicely.

    Would that be done in Maya, or do I need zbrush or mudbox? Or which ever is still alive and being used.

    Thanks!
  • System
    Offline / Send Message
    System admin
    The tiling texture needs tiling less, no real visible detail and this will become alot more obvious once you zoom out a bit more. As for the model three seater, it looks like it is out of proportion, arms too big and seats not high enough, unless that's the style but it looks strange nonethless so I suggest - if you are building an entire scene - use an asset room, that way the scaling problems will diminish :)
  • pangarang
    Offline / Send Message
    pangarang polycounter lvl 11
    I haven't looked at your portfolio yet but I'm assuming you're a beginner at 3D (which I could be completely wrong so don't take it like I'm talking down to you).

    A good way to check for scale is to take a proportioned low poly human model and stick him in your scene. For some people, a simple sphere sitting atop a cylinder is good enough to represent a human. But I managed to get my hands on a low poly man to use as scaling reference. If you need/want it, I can always email it to you.

    For a high poly model, you would take your existing low poly mesh, duplicate it, and model in the fine details like the seams in the cushions, some wrinkles as if people have been sitting on it, etc. You could also export the low poly mesh into zbrush and sculpt the finer details in there.

    If you kept it within Maya, you can take your high poly and place it over your low poly ... and there's a way to bake in the detail to the low poly as a normal map but I can't recall the steps at the moment. If you did the high poly in zbrush, you can export the details as a normal map and apply it to the bump node of your material in Maya as tangent space normals.

    Ambient occlusion baking would be done in Maya - although I keep hearing about this wicked program called FAOGen that does ambient occlusion in a fraction of the time it takes Maya to do it. The ambient occlusion that is rendered can then be taken into your diffuse map in whatever digital image software you have. However your UVs must stay within the 0-1 space, and not have any overlapping UVs for ambient occlusion to work properly.

    I hope that helped :) And if anyone has a more efficient way of doing this, please feel free to correct me. I could probably use some more efficient methods too!
  • 00Zero
    eh......i just wrote a whole paragraph and accidentally hit the stupid 'stumble' button and it all got erased. :(


    in a jiffy:

    polygons = way too highres
    dont tile textures for something like furniture, should have unique unwrap
    get a highpoly done and get nice normals/ambient occlusion (xNormal!) :)

    i like your TF2 weaposn on your website

    one MAJOR crit on your website: your artwork takes up 1/6 of the page size. that is way way way waaaaay too tiny of an area and will piss people off. your artwork is the primary focus of your site, it should be the biggest part of your site, not tucked away in the lower left 1/6th of the site. also, some people might not be able to load the fancy flash stuff. dumb, i know, its like 2009 everybody should have flash installed, but not everyone does....i think i have to reinstall mine too. hehe.

    anyway, show us an update when you get a highpoly sculpt of this done.

    EDIT: yea, ok i see the button to make it fullscreen, but still, it took me a while to find it and you shouldnt have to click something to make it fullscreen.
Sign In or Register to comment.