Home 3D Art Showcase & Critiques

Mike670 work thread

polycounter lvl 11
Offline / Send Message
mike670 polycounter lvl 11
Hey there polycount,

So I'm currently trying to get better at texturing and materials and it would be sweet to get some feedback on them as I do them in one thread:).

Ill start out with these,

this one is my result of that popular tutorial

panel.jpg

panel1.jpg

here I tried to apply the techniques I learned from that tutorial on something random

crates.jpg

and finally a random block thing I made to test out materials, in this case metal

block_metal.jpg

also,
if you could check out my new portfolio in my sig and give some feedback that would be great:thumbup:

Replies

  • DDuckworth
    Offline / Send Message
    DDuckworth polycounter lvl 6
    Hey Mike, you did a good job on the tut, looks great, the cases are ok but you need a specular map badly to help bring out the metal, the same goes for the last piece. However the biggest problem you have on the black piece is the seams on the hardened edges of your mesh, you need to seperate the UV's where the hard edges are before you bake your normal map so that you will get a smooth edge. Finally you need a specular map on it like i said, for a fully metal piece you'll want a fairly bright specular and turn up specularity pretty high in marmoset, you'll want to work towards a sharp highlight. Keep it up!
  • mike670
    Offline / Send Message
    mike670 polycounter lvl 11
    hey DDuckworth,

    Thanks for the great tips!

    I actually had spec maps on those :poly136:
    but they were not configured correctly, I don't know why I didn't show maps.

    separating the uv's made the normals much better!

    so here we go,

    here is the metal block thing, Getting better?

    block_shine.jpg

    diffuse

    block_diffuse.jpg

    normal

    block_normals.jpg

    specular

    block_spec.jpg



    and I bumped up the spec on that crate and removed some lumpy crap off the normal

    here is marmoset

    crate_mor.jpg

    and udk

    crates_udk.jpg

    diffuse

    crate_diffuse.jpg

    normal

    crate_normal.jpg

    specular

    crate_spec.jpg


    Thanks alot for the kinds words and help! :)
  • mike670
    Offline / Send Message
    mike670 polycounter lvl 11
    Decided to redo the texture on the turret

    turret_new_tex.jpg

    turret_new_tex1.jpg

    if you want to see sheets just ask
  • DDuckworth
    Offline / Send Message
    DDuckworth polycounter lvl 6
    Turret looks pretty good, on that metal piece you've still got some normal errors in the circle cutout part, looks like the normals are hardened and you would just need to soften them. For the spec in marmoset you've just got to make sure you've got "use specular" checked in the mat tab of marmoset. The case is looking better but still weird to me, I think much of it is just that it's an odd shaped case. The green seems a little saturated and the scratches on the metal areas seem a little strong. Overall I really wouldn't worry about it, just because it's a strange case haha.
  • mike670
    Offline / Send Message
    mike670 polycounter lvl 11
    sorry that I Haven't been updating so here I go,

    Made my first modular set from the 3D motive tutorial, but thats not to interesting I guess so no pic.

    I managed to get that circular part looking correct on the block but I seem to have deleted it :(

    here is a very simple panel thing

    panel_tex.jpg



    A whole bunch of paper airplanes for an iOS game

    done%21.jpg

    a city for another iOS game in development
    diffuse only, one object

    unity_city.jpg

    Mall level same game
    diffuse only, one object

    mall1.jpg

    first handpainted object 350z, diffuse only

    350zf.jpg

    and lastly a high poly katana for fun

    4.jpg

    2.jpeg

    5.jpg

    Thanks for looking!

    -mike
Sign In or Register to comment.