hey dude, your Crisis Zone is off to a ok start. Try doing a AO bake on ur lowpoly w/ your low poly since you didnt do a hp for the entire arcade. The AO will really help ground things and create a greater sense of different parts coming together. You also really need to change the lighting setup you have right now, play with some blues and oranges, they always seem to do the trick
Hey everyone here is an update at where I'm at with this project as a whole:
Couple things to be noted, the brown smudging on the defender case, should not be there... left a layer on I guess...
Also any help with the aliasing that is occurring would be great: In max im trying to configure my driver however it kept resetting the antialiasing setting to none... any suggestions?
Ok, almost done with this asset. Any comments are appreciated.
This has 2 512's, and is around 2700 tri's at the moment. (this too much?) There are a couple places mainly the handles/ foot, exhaust that could be dumbed down a bit.
check out this pic.
Firstly, the colour and setup of your lights makes the overall image poor. you should have a simple lightign setup 1 ambient light and one direct light ( or 2 smaller omnis) this will help sell your work alot more
You really need to refine your colour ALOT more. just using images from ref and doing a copy/paste job wont get you a job... so get your thinking cap on the really think which colours would look "cool" on this. i did a qucik paint over to give you a idea, and steer you in the direction i think you should go in.
So this project it technically over now. Although I think I'm still going to try and get this all together in a scene once school is done. Also still tinkering with the colours as Hiten mentioned above. Might post up a couple quick colour paint-overs and get some opinions on them.
hey dude,
the biggest thing that you need to improve on when it comes to texturing is to show how the object is built. how parts are put together. are there bolts ? planes that slide in ? super glued ? stuff like that. also how objects are used. right now in ur diff, you only have the most basic information. add stuff like finger prints, dust straches, dents, peeled paint, under paint, stickers. add as much information as you can. if you like your alot of photo sourcing then go nuts with it !! just use photos, or if you like hand painting everything in go nuts with that. you need to give this life which = a story. tell me a story about this arcade through the texturing. look at the new tron movie. look at how they sell the oldness of the arcades !! ALso, always try to add AO into your diff. !!! i did a simple paint over of what that would look like. also your spec should be based some what on your diff, it shouldn't be a gradient like you have now. you should try to put in information like finger prints and dents and such into the spec that isnt in your diff, it add a much more believable sense. for my spec maps i usually take the diffuse (copy merged) use alt+u , slide the top slider all the way to the right or left, or aim for w/e colour i want. then do a levels adjustment, and a curves adjustment. i wanna make my spec map POP, add life into my diff.
Thanks alot Hiten, I see what you mean about just having the basic base done. Ive been doing some tweaking with the cases, but I totally see what I have to go with now that school is over...Yay!
u can render an actually "dust map" i tthink if you put a omni light on the top of your object and render a light map w/ a skylight + scanline that would work. and i know Max actully has a render "dust map" but i forget where it is
I think your diffuse color is a bit too flat. It would be nice to see some color variation. Try adding a grunge map on soft light blending mode and a low opacity, to break up that flatness and get some hints of different colors.
For the bikes bump up the spec on the metalic floor mats a bit and it doesnt look like you have a normal there for those details on the mat, it could be that its hard to see it because of the spec. Either way bump up the spec there and the normal because right now it just looks grey.
Replies
Here is what I have:
Crisis Zone Grunged, still tinkering with the screen.. and the gun..
Here is the start of my high poly for the motorcycle game.
Thanks,
Ben
Thanks Hiten,
Ben
Couple things to be noted, the brown smudging on the defender case, should not be there... left a layer on I guess...
Also any help with the aliasing that is occurring would be great: In max im trying to configure my driver however it kept resetting the antialiasing setting to none... any suggestions?
Thanks
Ben
I wanted to texture this one more or less by hand. I didn't use any logos or artwork like the other machines above.
Also this is right now on 2 512's., one has the motorcycle and all of its components. The other has the cabinet and base.
Thanks
Ben
This has 2 512's, and is around 2700 tri's at the moment. (this too much?) There are a couple places mainly the handles/ foot, exhaust that could be dumbed down a bit.
With Lighting:
Basic:
Firstly, the colour and setup of your lights makes the overall image poor. you should have a simple lightign setup 1 ambient light and one direct light ( or 2 smaller omnis) this will help sell your work alot more
You really need to refine your colour ALOT more. just using images from ref and doing a copy/paste job wont get you a job... so get your thinking cap on the really think which colours would look "cool" on this. i did a qucik paint over to give you a idea, and steer you in the direction i think you should go in.
I will definitely re-think my colour choices.
Here is what I've got at this point:
Thanks
Ben
the biggest thing that you need to improve on when it comes to texturing is to show how the object is built. how parts are put together. are there bolts ? planes that slide in ? super glued ? stuff like that. also how objects are used. right now in ur diff, you only have the most basic information. add stuff like finger prints, dust straches, dents, peeled paint, under paint, stickers. add as much information as you can. if you like your alot of photo sourcing then go nuts with it !! just use photos, or if you like hand painting everything in go nuts with that. you need to give this life which = a story. tell me a story about this arcade through the texturing. look at the new tron movie. look at how they sell the oldness of the arcades !! ALso, always try to add AO into your diff. !!! i did a simple paint over of what that would look like. also your spec should be based some what on your diff, it shouldn't be a gradient like you have now. you should try to put in information like finger prints and dents and such into the spec that isnt in your diff, it add a much more believable sense. for my spec maps i usually take the diffuse (copy merged) use alt+u , slide the top slider all the way to the right or left, or aim for w/e colour i want. then do a levels adjustment, and a curves adjustment. i wanna make my spec map POP, add life into my diff.
Also how would one go about creating dust?
Ben
I think your diffuse color is a bit too flat. It would be nice to see some color variation. Try adding a grunge map on soft light blending mode and a low opacity, to break up that flatness and get some hints of different colors.
For the bikes bump up the spec on the metalic floor mats a bit and it doesnt look like you have a normal there for those details on the mat, it could be that its hard to see it because of the spec. Either way bump up the spec there and the normal because right now it just looks grey.