Something small to practice on, my second game prop ever.
Different view from viewport
I do realize that i should have modeled on the lock, but i crammed it on the diffuse last minute after i forgot about it. I did think to myself how i would have achieved creating it though.
Replies
i don't see a line showing where the top comes off.
Try and have some reference visible whenever your making something, instead of trying to remember what it looks like, this way you wont forget about anything.
http://www.funservicesoh.com/assets/photos/Treasure%20Chest.jpg
You should also make a spec map, everything is reading as the same material at the moment, it almost looks like it's covered in shiny clingfilm.
I think the scale of the rust texture is also competing against the size of the chest. What I mean by this is if you take the texture you have... Ctrl + T in Photoshop and scale it down to about 1/2 or 1/4th of what it is now and I think it will fit better overall.
Im already fixing up the HP model:
Its good to see the you listen to your critiques and use it to improve your work. That doesn't happen in a lot of cases. Keep it up and this will be a pretty nice prop.
Im sorry guys, but i really want to follow and improve the model with some of your criticism, but i cant. They way i modeled the High poly only let me do so much, just getting the lid of the chest to look like a lid was a hassle. And I really don't want to remake the entire model but i will be creating more stuff in the future, so i guess ill make a WIP thread next time.
the wood i like, but the metal rust overlay is scaled to high, imo. and i don't know why its so briiiiiiiiiiiight.
one thing i learned in the past. with just overlaying photo textures and don't invest more detail work, you're not gonna get far
the idea behind it to speed up the finishing process is so intriguing, yet you need to do some more research. cause it looks like woodencutout - you can't really see the individual metal pieces that can be clearly seen on your highpoly.
another point i imagine the chest not floating in the center of the water but standing on ground (sand, rock, whatever) so naturally i'd imagine another kind of dirt on the lower part than on the upper parts of it - again something against purely using a photo overlay and call it done.
like on this photorealistic reference picture
http://www.baumanns.ie/images/OrnamentTreasureChest.jpg
that goes for the texture itself as well as the forgotten lock. even the tiniest prop deserves attention to detail. i think the hipoly itself is soooo clean, straight and regular angled, yet you wanted to create a reaaaaally old, abandonned, rusty crusty chest that suffered for ages underwater.
you know this could got into a philosophical epic battle all over
sadly adam bromell's "Environment Artist: The StoryTeller" article is not online anymore. it really helps getting into this stuff deeeeeply
bottom line, it seems you don't wanna go back and forth on this simple piece. yet i would take all the advice given by the guys into consideration for your next project, no matter how tiny or huge it may be. this stuff really helps setting things apart. good luck
Thanks!
Actually i could probably use this to work on my texturing instead of editing the model. So we'll see tomorrow.