Been working on this prop for a few days now(based on a concept by Jessica Dinh)One thing I know I'm getting wrong is the gold material but I am not quite sure how to get it to look right. I am also a bit undecided on the wood, im not sure if I want to go a more rough older look or smooth shiny look. Could use some crits so rip it apart!
Concept(bottom right)
Texture Sheets(Diffuse and Spec, figured normal was pointless to show right now)
Actually I think you are on the right track with the gold material.There are a few other things though:
-Could definitely use some edge detail. Even if your going for a newer look, a little bit of wear and tear on the edges will help to make it pop
-The wood looks like it's supposed to be painted red in your diffuse. It would look good to have some sections with paint that has been chipped off, mainly along the edges.
i agree with roughing up the edges of the wood, and building the wall. this would help you break the symmetry you have going on and give the prop some character. its also missing the rocks on the bottom from the concept, which im assuming the door would rest/stop against. not sure how those rings are staying up, as i cant tell whats holding them to the door. i kinda feel that the wood is a bit too glossy as well.
Not sure how low poly your trying to make it but if you can spare it I would add some more geometry at the top corners of the wood to make it smoother. Also agree with Tobbo, the reds a little too bright.
Thanks for all the crits guy! I am thinking of leaving out the rocks from the concept because I feel if there was a wall on either side that would be holding up the door not the rocks.
I rounded up the top section a bit and darkened the wood. Up next im doing some research as to what kind of wall would be connected to it and doing some wear and tear on it.
random suggestion, try adding some more brightness in the spec map to the raised details on the metal parts. It might catch the light more, and make it pop a bit. See what happens.
Well with the push from you guys I started on a high poly. Since high poly wood is pretty much impossible outside of sculpting(for all the small cracks and such) I just defined where each plank is.
Also started on a wall slightly based on this
Sorry for the shitty screen cap, not sure how to get a good render of a high poly model in maya.
I see you're using alot of thin triangles in your mesh, that's really not a good idea to do.. in engines that would be killing and could slow your game down alot.
Not too sure I am happy with how the rocks on the wall's are turning out so I may redo them. It might be better to make it a tillable texture on the horizontal axis so in case I turn this into a mini scene I can have some variation without having to create a new texture. Also not sure how I will make the door seem less mirrored. It may have to rethink my unwrap to make it seem less obvious.
(the wood beams on the side just have a texture thrown on so it does not show up as black)
Replies
-Could definitely use some edge detail. Even if your going for a newer look, a little bit of wear and tear on the edges will help to make it pop
-The wood looks like it's supposed to be painted red in your diffuse. It would look good to have some sections with paint that has been chipped off, mainly along the edges.
I rounded up the top section a bit and darkened the wood. Up next im doing some research as to what kind of wall would be connected to it and doing some wear and tear on it.
You could always do sub-d modelling instead, high-poly modeling skills is very handy knowledge. Sculpting you can learn later. :thumbup:
Also started on a wall slightly based on this
Sorry for the shitty screen cap, not sure how to get a good render of a high poly model in maya.
Testing the rock bake with a quick rock overlay.
(the wood beams on the side just have a texture thrown on so it does not show up as black)