STARTING NEW PROP...FOR PESONAL DEMO.........
THIS ONE IS..CONCEPT...........
Typing in all caps over the internet is the same as screaming at a person that is standing 1 foot in front of you. Most of us take this for granted but I think it should be said.
With that said, your high poly seems to have a ton of detail, and is looking good. There seems to be some pinching on the main body of armory where the screw insets are. That will show up in normal map, so I would try to smooth that out.
As far as critiques:
The pipes on the side look a bit too small, the arms look like they are sticking out too far, and overall most of the smaller details look like they are not beefy enough. Thin hydraulics, sharp bevels on larger pieces, etc.
Mates.....just a small practice of texturing.......Just Texture Type of Gate of d container.. tex size 240*320
Im sure you probably know, but all in-game textures must be some multiple of 2, ie. 8,16,32,64,128,512,1024,2048. Textures should be 2048x2048 or 1024x512 aswell.
That being said, the texturing practice looks great
I like the work but the presentation suffers a bit. Show more closeups or get larger images. You have a ton of wasted space in most pictures and even though it's just to show off WIPS it still makes it harder to see what's what.
Quack! @Thanx for the colour.....and wrking on txtures and on deems.......
Tokoya@Thanx m also wrking on that long time.....now want to finish it.......
DOG-GY @Thanx..But for WIP posts i think presentation not matter.this is my persional view...but agree with that wasting of space .....will post some close screen shots...
The stuff you are doing looks to be of really nice quality! I agree on your presentation though... Then again these are wip shots so... The only thing that is really bothering me is that your texture is making this look like a giant painted wood block and not metal.
It is looking like this:
And there are a couple of things doing it in my opinion.
First being the streakyness to your paint wear. Kinda makes it look like wood grain.
Secondly (the one that is doing it the most) is the color you have underneath the chipped paint. Your paint is chipping away to reveal what? Looks like wood... And it should be chipping away to reveal what would be new and clean metal.
So you need a better base color because you sir have a really realistic looking toy block :P
jeremiah_bigley @ I m agree with u and i m working on that .....but i want to make it like paint on bronze metal...want to make it different frm concept....thats why i m doing that.
AlecMoody @ Thanx.. will try to make it perfect.....
I don't know if this has already been said but it looks like your frame is all molded from a single chunk of metal. That would be insanely heavy and impractical. I would suggest you make some seams and screws/rivets on sections to give the impression of it being made up of thinner metal plates rather than cast molded. Maybe add seams everywhere where corners meet. It shouldn't hurt the closeness to the concept and will lend a bit more believability to your piece. I see this a lot in scifi props and environments, impossible ammounts of metal all smooth and molded. If your frame is constructed more like a car body then maybe add some dents to indicate that the metal is thin not a solid block and even then, try add a few seams where this thing would be taken appart. The fundamental rule of making stuff like this in real life is efficiency, how will it fit together, how large will the individual parts be, will it be constructed on site or in the factory etc. Have a good think about it
Ofcoarse this would all be moot if it was built with some wierd futuristic nano tech or some shiz :P
Hope this helps
[edit] and I disagree about it looking like wood because of the color choice. A block yes, for the reason I stated above but not wood. I actually think you have the colors and wear pretty much nailed down, it reads as metal to me and looks gritty and quite believable.
Nice work so far. One thing though: I would think about the pattern of your stripes. At the moment I think your basetexture already holds very much information and detail. So I have the feel that you don't need stripes with such high density of detail. I'd rather do the stripes single colored with some subtle scratches on them. The fine pattern on your stripes will be the first parts in your texture which show the limits of your texture resolution.
Yeah I dont know if I`m into the micro detail on those stripes. I 2nd what slave said.
Also for clarification, I don`t think he was referring to the diagonal "danger" stripes, but the little micro, 1 pixel honey comb detail you have in the stripes. (which would be too small to even see in the concept) imo- it would probably read better if they were just danger yellow with some scratches here n there.
It also looks like theres a 1 pixel, black outline around these stripes. Whats that all about?
(keep the diagonal warning stripes, but maybe reduce the frequency of the stripes so they aren't so skinny)
Also- it looks like your starting to put pure, 100% black into your texture. Just remember theres no 100% black anything in life. (except maybe the cold vacuum of space). Try to train your brain to think in terms or warm/cool when it comes to lights and darks. you`ll find it produces quite pleasing results.
Looking good thought man. I think you have something promising here- just GET-ER-DONE!!!!!
I would stop working on materials here until you've got everything low+uv+baked, really there also isn't a good reason why it wouldn't all be on the same uvs too, I mean this is just one asset right?
Working on materials on a vacuum isn't a very good idea, so much about material definition is relationships to other materials, so you can't just work on one chunk at a time.
Now for your actual texturing here, I think you're going way way too high contrast with your diffuse, with way too much color variation. The spec is where this sort of love should go.
Replies
MY PREVIOUS UPDATES OF HIGH POLY.......
Typing in all caps over the internet is the same as screaming at a person that is standing 1 foot in front of you. Most of us take this for granted but I think it should be said.
With that said, your high poly seems to have a ton of detail, and is looking good. There seems to be some pinching on the main body of armory where the screw insets are. That will show up in normal map, so I would try to smooth that out.
Did you make the concept yourself?
Also, did you mean to name the thread Armony and not Armory?
Nice job on the High so far.
As far as critiques:
The pipes on the side look a bit too small, the arms look like they are sticking out too far, and overall most of the smaller details look like they are not beefy enough. Thin hydraulics, sharp bevels on larger pieces, etc.
suburbbum @ thanx
Quack! @ Man dnt know abt that caps language....,.i will work on that pinching and give
him a nice smooth
EiGHT @ thanx
Don Karnage @ no this one is not my concept this is concept of game Natural selection 2
and abt armony ...this one is my mistake :poly130:
shrew81 @ work on that pipes now again i m wrking on my high poly and try match with concept.....
Im sure you probably know, but all in-game textures must be some multiple of 2, ie. 8,16,32,64,128,512,1024,2048. Textures should be 2048x2048 or 1024x512 aswell.
That being said, the texturing practice looks great
I would remove those 2 middle edges... they're not doing anything for the silhouette.
That said, nice job and keep it up!
Tokoya @Thanx m also wrking on that long time.....now want to finish it.......
DOG-GY @Thanx..But for WIP posts i think presentation not matter.this is my persional view...but agree with that wasting of space .....will post some close screen shots...
DJ_Aaron @ Thanx.....
[HP] @ Thanx.....will finish it soon......
[IMG][/img][IMG][/img]
[IMG][/img][IMG][/img]
It is looking like this:
And there are a couple of things doing it in my opinion.
First being the streakyness to your paint wear. Kinda makes it look like wood grain.
Secondly (the one that is doing it the most) is the color you have underneath the chipped paint. Your paint is chipping away to reveal what? Looks like wood... And it should be chipping away to reveal what would be new and clean metal.
So you need a better base color because you sir have a really realistic looking toy block :P
Keep it coming!
AlecMoody @ Thanx.. will try to make it perfect.....
Try to make it like this......
Ofcoarse this would all be moot if it was built with some wierd futuristic nano tech or some shiz :P
Hope this helps
[edit] and I disagree about it looking like wood because of the color choice. A block yes, for the reason I stated above but not wood. I actually think you have the colors and wear pretty much nailed down, it reads as metal to me and looks gritty and quite believable.
Xaltar..@ i just Think about that and i try to make this frmae in two part....{but tried that in texturing }
about wood try to make it more metalic n try to make a better specular.......
these r some images want know that is it looks better or not......PLZ C&C
">">">">
">">">">">">">">
Nece one...waiting fr more...
Otherwise good work so far. Keep it on.
Also for clarification, I don`t think he was referring to the diagonal "danger" stripes, but the little micro, 1 pixel honey comb detail you have in the stripes. (which would be too small to even see in the concept) imo- it would probably read better if they were just danger yellow with some scratches here n there.
It also looks like theres a 1 pixel, black outline around these stripes. Whats that all about?
(keep the diagonal warning stripes, but maybe reduce the frequency of the stripes so they aren't so skinny)
Also- it looks like your starting to put pure, 100% black into your texture. Just remember theres no 100% black anything in life. (except maybe the cold vacuum of space). Try to train your brain to think in terms or warm/cool when it comes to lights and darks. you`ll find it produces quite pleasing results.
Looking good thought man. I think you have something promising here- just GET-ER-DONE!!!!!
And that warm/cool effect just love that if u have any link for more info abt that plz frwrd me and my updates will come soon.
this thread is great.
Working on materials on a vacuum isn't a very good idea, so much about material definition is relationships to other materials, so you can't just work on one chunk at a time.
Now for your actual texturing here, I think you're going way way too high contrast with your diffuse, with way too much color variation. The spec is where this sort of love should go.
jeremiah_bigley- I Think i have to do this again n update will come soon.
but for this i need ur c&c
Thank u.