Hi!
Everybody and their mama got a damaged barrier in their porfolio so I thought why not make one myself?
Still got some issues with the normal map that needs fixing.
This is what I got so far, viewport grab with Xoliuls shader:
How can I improve this piece?
Replies
1) How did the rock on the upper left hand corner get completely destroyed without the metal beams being damaged ? Rock does not melt.
2) how did the the green stuff evenly space itself across the surface such that the item has color bands? light/dark/light/dark/light
The creases are exceedingly hard along the bottom edge, and the metal is too new, clean, and uniform.
I think it's a nice model , and I think if you make a few adjustments, you'll have a great asset. Thanks for posting.
Thanks for your comments!!
1. I thought that the rebar wouldnt break as easy as the concrete but youre right, it looks kinda dumb. Will try to break up the rebar as well.
2. It´s suppose to be yellow paint, painted in even stripes. Guees I failed on that one..
All in all it looks good tho, just use some soft selection to make the bars look worn out and change their texture a bit in places.
Keep it up though dude!
Can you also share the construction sheets on this one? Did you bake in the AO on this?. Look kinda flat for me.
Vj
I messed up the rebars a little and tried to beef up the color on the paint.
Still working on the specular map and normal map. I think my specular is killing the diffuse a little bit. Will post a construction sheet later today.
vj_box yes there is a AO baked in the diffuse.
Heres the result so far:
Crits:
- I agree with Peter, some of those issues are still present.
- The edges of the green lines are totally destroyed and fuzzy, it would help to keep a few edges sharp and untouched.
- Why does the green go inside the bullet holes? Was it painted on after? Seems kind of weird.
- The exposed inner material needs more aggregate rocks, it looks a little lump and not really chipped and broken.
- The exposed inner material has the same level of grime as the outer, its possible it has been damaged like this for a while but you have a chance to show that some of this damage was done more recently then the distant past.
- It doesn't take much to imply age and damage. There seems to be a lot of micro detail, leaving some large chunks of the outer most material untouched will help contrast the damage and give it context. Think of damage and surface noise like graffiti on a wall, if there's too much all over its just a big mess, but one or two pieces on a more or less cleaner surface they really pop out and draw attention.
- You also need to think about how this micro detail will mip-map. Larger blocks of more solid color, punctuated by some damage might mip better?
- Showing hints that at some point in the past this barrier was new, again gives it contrast and makes the damage that is there a little bit more meaningful.
keep em coming.
vj
Also the hard edges like others said, but other than that its a nice piece.
Helped me a lot!
Here is the latest version:
Tried to make the stripes look more like paint and added some rust around the rebars. Also got rid of the hard edges.
Good work anyway
my tryout/ suggestions:
at least that way I think the colors are more in harmony