Hi all,
This is my first post, although I have been lurking around Polycount for a while now picking up loads of useful info - thanks!
I've decided to do some hard surface modelling based on Paul Richards concept work (
www.autodestruct.com), in particular taking reference from his Quake textures.
I would love to hear any feedback/suggestions/etc.
[IMG][/img]
Uploaded with
ImageShack.us
Modelled in 3DS Max
Thanks for your time
Replies
So I've modelled the lowpoly and baked out the normal map and AO.
Having a few shading problems on the railings - think this is down to smoothing groups as have tried to keep them on a single smoothing group and changed the angles away from 90deg to decrease splits, however seeing as the UV map has splits guess this is now a moot point (?)- trying to get my head around vertex splits atm :poly142:
Also the AO bake seems to be skewing the grip plate in the middle and there are a couple of detail bleeds on the AO map that will need to be dealt with.
Normal map was baked in max and AO baked in xNormal, rendered in Marmoset:
Wire:
Normal map only:
Normal map and AO:
Finally got some time to work on the Sci-Fi floor panel!
Thanks Southpaw for your comments - have taken note and hopefully covered everything in my revision.
I've gotten rid of some of the edge loops, redone topology where it made sense to use normals rather than geo. Redone the smoothing and baked out new normal and AO maps and have started to texture it.
Had a bit of trouble with the normal maps with all the sharp edges and ended up taking the normal map into photoshop for a few minor touch-ups <- was trying to avoid having to do this.
Anywho...this is what I have so far, C&C would be greatly appreciated:
Wire
Normal map only (Marmoset):
Texture start (WIP)- diffuse map (no spec)
Thanks
A couple other things I noticed:
The yellow and black stripes don't sit will with the floor tile. Caution stripes are "supposed" to be used around corners and edges where there are moving parts or danger to human appendages. And I don't think that floor tile is a trap door or something XD Try playing with just a darker metal color for added contrast.
Also, I see a little bit of warblyness in your normal map where the corner of the railing is. This can be fixed by adjusting your cage correctly and re-baking, or by straightening it up in photoshop with the liquify tool or something similar.
Just a quick update to the texture for now, not sure about the grill on the circular connectors - they look like speakers to me atm (maybe to play some nice calming ambient music through whilst slaughtering the opposition hehe :poly124: )