Hadn't posted in a while but I recently took a break from some other projects to try my hand at a real simple pillar (with a bit of battle damage). It's still a work in progress but I would definitely enjoy another pair of eyes on this. So any comments, critiques, concerns you might have let me know. I greatly appreciate it. Anyhoo; the pillar and texture.
Its about 1300 tris right now and I'm using a 1024 as of the moment might shrink it down.
As you can see the texture is still WIP but any suggestions are appreciated.
Again thanks pals and I look forward to seeing what you think.
Replies
The tiles on the edges of the hole could be busted, worn and dirtied a bit I'd say.
The size of the damage makes me think it needs to get the rest of its ass kicked around a bit.
Vj
Even though this is a singular assett in a large environment it should still contribute to the backstory. Maybe a tube train came through this environment, derailed and hit your pillar. That would give you a basis for developing the rest of the environment with a cohesive backstory to work from.
i will start you off with some ref.
http://eat3d.com/pillar
Also try to sort out the texture stretching like odium says.
I added some alpha'd rebar to the hole, also messed with the material to add some color variation to the pillar. I'm going to try and dirty up the tile around the destroyed section a little more (but I'm still playing around with what I want).
Anyway here's a small update, tell me what you think:
Again thanks for your time.
a bit neat feeling, some cracked tiles would be nice, also some material distinction is needed, the spec on the tiles is too un-focused while the metal is too focused, basically everythings coming out somewhere in the middle which is plasticy. if you can split it into two shaders one for the tiles and one for everything else to acheive that glazed look.