Hey guys im new to polycount. To tell you a little about myself im a student at the art institute of dallas majoring in a bachelors of fine arts. Im hoping to graduate with a great portfolio and go out into the industry as an environmental modeler for a game or film studio.
I hope that this thread will be something you can keep your eye on and with your feedback i can someday achieve my goal. Let the fun begin. :thumbup:
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And jeremiah i do see what you mean about my barrel textures. I am hoping to open them back up and see what i can come up with to make it a more interesting peice. For the cannon i need to revamp the metal texture altogether. And finalize the brushes.
Good rule of thumb: Surfaces that are 100% smooth have the highest amount of gloss, because they reflect light perfectly. This is why polished marble reflects light so well -- it's polished down almost to a perfect smoothness. Wood grain doesn't really have much specularity to it because it's very dense in surface noise, due to the woodgrain. It's only when the wood is sanded, lacquered, and stained that it becomes reflective, because the lacquer creates a smooth coating to reflect the light.
You can do 1 of 2 things for the metal on your barrel. Either remove ALL of the high frequency noise from the normal map on your metal element, and leave the gloss and spec the same, OR you can just bring the specularity and glossiness way down on it.
Go ahead and give it a try and tell me what you think
I am going to quickly post some old work and get my thread back on the right track. Please keep in mind that these are older works that are just being posted to hopefully show my improvement, and to be able to greatly show improvement for the future.
This was a globe i did for a class in college.
This was a RPG Low Poly i did for a class in college. The textures are incredibly garbage, but i learned a lot while doing this Lowpoly.
This was a Parking Meter Low poly i did for a class in college.
This was a Clock Low poly i did for a class in college.