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Teleporter

Huntard
polycounter lvl 12
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Huntard polycounter lvl 12
Hey Guys,

I am trying to improve and was hoping for some critique on this asset any critiques are appreciated. Thanks

Teleporter_Web_Page_01_04.jpg

Teleporter_Web_Page_01_06.jpg

Replies

  • ErichWK
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    ErichWK polycounter lvl 12
    I feel like the spec isn't reading as well as it should. Same with the emissive
  • Huntard
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    Huntard polycounter lvl 12
    agreed working on it. Thank you sir!
  • cholden
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    cholden polycounter lvl 18
    Also agreed on the spec. One thing that troubles me is the "Rendered in UDK" bit (also the hotmail email address, but that's not important right now). What's your material setup look like? How about the scene setup?

    I ask because it's arguable that this is completely unlit. A really good piece can be severely damaged by poor presentation.
  • SimonT
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    SimonT interpolator
    Looks really cool. I think you should do a better light setup and rendering to bring the picture to a new level. Maybe also a small environment around the teleporter?
  • Slave_zero
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    Slave_zero polycounter lvl 8
    You should try out a better light setup for presentation. At the moment the light is pretty dull and boring. Besides some drawbacks in your specmap the flat lighting can be a reason why the material and normals don't read so well.

    Also as a suggestion for the colormap. All elements on the teleporter use the same color sheme: Green and brown. Maybe its better to take those colors to destinguish between different parts of the asset such that you have parts dominated with brown and other parts dominated by green.
    Also the colorsheme is maybe not the best choice. Green and brown is like camouflage. That maybe one of the reasons why the datails are not so readable.
    For the start you could try to use one main color for all you elements. Then adjust your spec map and lighting until the details and materials read well.
    Then you can pick a nice secondary color which contrasts to your first color to spice things up a little.
  • Papa_Austin
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    Papa_Austin polycounter lvl 10
    I suggest leveling you diffuse texture, making it a little lighter and allow for more light to pop off it.

    also put more contrast into your specular map, if you desaturate the spec it is almost all a medium grey.

    all and all I like the design though, good work!
  • Huntard
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    Huntard polycounter lvl 12
    Thanks for the great critiques. You guys have given me some fantastic advice. I have started by addressing the lighting and specularity first. I am just getting into UDK so please bear with me.

    Teleporter_01.jpg



    here is the shader network for the material.

    ShaderNetwork_01.jpg

    Thank you all for your critiques. I would love to hear your thoughts to help make it better.
  • BlvdNights
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    BlvdNights polycounter lvl 8
    Can you get a better shot of it at all? The ground part feels really thin. The spec looks much better too!
  • glottis8
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    glottis8 polycounter lvl 9
    http://www.udk.com/documentation

    http://book.hourences.com/index.htm

    There is so much to unreal, here you can find some nice tutorials to guide you through any thing that you might be wondering about. I would suggest you add some more nodes to you material and make the normal parallax... so they show more... and just some nice tutorials on spec in there as well.
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