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Anti Tank Gun

[Deleted User]
polycounter lvl 9
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[Deleted User] polycounter lvl 9
this was done for a game modeling and animation class. this was the first time i had ever unwraped uvs, made a color, ambient, normal, and spec map. im a game art and designer major at aicasd

any critiques?

1.jpg

Replies

  • LRoy
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    LRoy polycounter lvl 14
    Try working on the specular. It looks like it's all made out of the same material (including the tires).
  • BradMyers82
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    BradMyers82 interpolator
    yeah, like LRoy said it could use a serious spec pass, and def. highlight those edges so they pop more. Also you lighting looks pretty flat, might help to just get some better/stronger shadows in.

    Great job for your first go man! :)
  • raul
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    raul polycounter lvl 11
    For your 1st time, that looks pretty good! Im curious as to what your maps look like maybe we could help you by analyzing better analyzing what you have done. So post up your texture sheets.

    My other question to you, is what are you using for rendering? Something like marmoset would make it easier for you to preview your textures.
  • nullfed
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    nullfed polycounter lvl 9
    Yeah, deinitely a good shot if this was your first go. As for critiques:

    -Seconding Raul's reccommendation for using something other than a render to view it - Marmoset or UDK would make it much crisper and more 'game like'. Normals aren't really showing through too well with the render you've got and as mentioned, the spec is pretty dead

    -The rivets/studs on the front look like they are being lit from below. Is there a shadow in the diffuse on these parts? the equivalent bits on the wheels look right. You could take a look at those areas. Be careful of shadowing like this though - if the wheels were to animate, the shading would look odd as they rotated.

    -The tyre looks a bit thin. Kind of like a band of rubber rather than an actual tyre. You could look at thickening it up. Check your reference images.

    I'd recommend getting a ground plane in there to help.. ground it.

    Solid!

    Whats the bit behind the guard like?
  • [Deleted User]
  • [Deleted User]
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    [Deleted User] polycounter lvl 9
    thanks for all the critiques! it really helps alot!
    LRoy yeah i need mad help on the spec
    nullfed as for the highlights on the studs my teacher told me to take those off at well
  • Bibendum
    I think the AO in your diffuse is too intense, when your model is lit the shadows will multiply with the dark areas in the texture and you'll drown out a lot of detail.

    Should also remove the relief shadows from your rivets diffuse/spec and just let the normal map take care of that. Ideally your diffuse map should have as few shadows/highlights (excluding AO) as possible and they should be kept subtle if you have them. When you leave too much lighting in the diffuse it takes away the impact of the normal/specular maps.
  • ErichWK
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    ErichWK polycounter lvl 12
    Your diffuse is very smokey/cloudy. Which in the end blurs your entire texture and just makes it look a bit blobby. Bibendum is very right about your AO+shadowing. It's incredibly powerful and can be toned down a lot. (think about the lighting thats going on in game, if the direction of the light source moves you'd have conflicting shadows).

    Your grunge near the top of the gun (the black bit) is pretty awkward. It's pure black and insanely dark, I can't think of too many instances a machine will get dirt/rust like that.

    On your next project you do, think very carefully about where you put your grunge and what not. Think about where the prop has been in the world. Grunge, dirt, rust doesn't accumulate randomly at the same time. Racer445 is the god of metal. I've told you before and will tell you again, watch his videos. =D

    http://www.vimeo.com/3779494
  • [Deleted User]
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    [Deleted User] polycounter lvl 9
    holy crap. hes amazing
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