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Garden Corner

polycounter lvl 11
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Fieldscarecrow polycounter lvl 11
Hey guys just signed up to the forum! :)

I wanted to try model/texture something simple really well so I made a garden corner. I'd love to get some feedback!

DanH_GardenCorner01-1.jpg

DanH_GardenCorner02-1.jpg


Thanks,

Dan

Replies

  • SomberResplendence
    Not sure if you are going for in-game, but if not, an AO pass would help. Also the textures look good, yet the dirt on the duck doesn't look quite right, maybe too spotty. Perhaps more dirt toward the bottom.
  • MoP
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    MoP polycounter lvl 18
    Looks pretty good, although it seems like everything you haven't photosourced directly (mainly the duck and bucket textures) look like they're made of concrete.

    They should be smooth surfaces, don't add noise & bumpiness to everything without regard to what sort of material it's meant to be. The bucket should be smoother and shinier, maybe with some dents to indicate the metal - the duck should also be completely smooth, there's no need for the grainy noise texture.

    The bumpmap for the bricks looks like it could be a bit more emphasised too - make it look like either the mortar or the bricks are sticking out more, right now it just looks like you've run the diffuse map through the NVidia normalmap plugin, rather than making a proper heightmap or normal map.
    Check out this tutorial to learn more - http://www.katsbits.com/htm/tutorials/creating_bumpmaps_from_images.htm
  • vj_box
    The scene looks pretty good Dan,Things i would recommend will be,
    To improve on the normal maps and polish some more in the diffuse.
    Show damages in the walls and/or in the floor.
    Add an AO pass,as some one mentioned.
    Opt for a better lighting solution or bake the lightmaps to the assets.
    http://www.gameartisans.org/forums/showthread.php?p=90395
    check out the above link,there is a water scene demo presented in real time.
    Vj
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