Got just a couple days to wrap this piece up and my usual source for feedback is going to be busy. I have till Wednesday evening, but I cant imagine having more than ten hours or so to finish this.
All work is done in 3Ds Max, Photoshop, UDK.
Ended up using 2048 maps because I was not happy with how the 1024s looked. Final tri count for low is 2204.
Looking really slick man! I recently just did something similar to this. I think your wood grain might be a bit too much normal map, and a bit too little spec. I'm noticing it mainly on the side shot you've got. Overall this is a solid piece.
Main crit is that the horizontal panels on top of each section are incredibly thin. If you leaned on them they'd break or at least they feel that way (looking at more of the shots, it may just be the lighting). Otherwise, looks good to me.
Main crit is that the horizontal panels on top of each section are incredibly thin. If you leaned on them they'd break or at least they feel that way (looking at more of the shots, it may just be the lighting). Otherwise, looks good to me.
I see what you mean, I think it may be a combination of the forced perspective in the viewport as well as the lighting. I probably could have added a bit more thickness to them as well. Unfortunately, I doubt I will have time to edit the high poly and re-bake this far along.
This is good. The only thing that would make it better is if it had some slight color variation. Some parts of your reference has a slightly darker diffuse on it and it would help break up the overall one tone surface. Your specular also has one tone on it, play with the brightness of each one so it doesn't have one coating on it. Keep it up.
Nice models with pretty clean texture maps! Why don't you put some green color on the diffuse map? especially dark part. Gave some green color on your spec map is nice but it doesn't look enough to showing color variation.
This looks pretty solid man one suggestion I have is to erase out some of the AO you have on the interior backing, it seems to cut pretty heavily to near black in the renders you have. keep it up this looks great!
Thank you guys very much for the help, I have added some grunge to both the diffuse and spec maps as well as softened up the AO. I am glad I posted here.
Attempted to make a scene and bake the lights onto my mesh but was having difficulties. Managed to take a high res without baked lights but for whatever reason I could not get my secondary light source to work when I went into game mode. I think this will be all I can do for now as I have other work to attend to.
If anyone knows what I may be doing wrong in UDK let me know, if it won't take to long I still have a few hours before class starts.
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Let me know if this is working better.
I see what you mean, I think it may be a combination of the forced perspective in the viewport as well as the lighting. I probably could have added a bit more thickness to them as well. Unfortunately, I doubt I will have time to edit the high poly and re-bake this far along.
If anyone knows what I may be doing wrong in UDK let me know, if it won't take to long I still have a few hours before class starts.