Immediently make some comments on it to group them. 0_o Don't let it get that bad next time, The wall in focus looks really nice but the sides look indentations look like a diffuse map, if your going that deep then you want to model in low poly. Once its organize than I can critique the material a bit more.
Check out this thread: http://boards.polycount.net/showthread.php?t=72813 some good tips, some bickering :) but for the most part some really good ideas. Grime in the creases just means in the little inside corners of your model is a good place where dirt and grime would collect. adding that in your diffuse and spec would…
I've decided to call it a day on this environment (it was supposed to be a quick exercise after all). The aim was to create an environment using a single texture created in nDo2 (well, a normal and diffuse). To add a little extra spice I made a decal map and some monitor display textures. Here are the final shots after…
Not sure where else to submit a request. I would like to make a request for the implementation of Reaction Diffuse Noise pattern as node in future extension pack. Possible Application Zebra Pattern Tiger Pattern Coral Brain links http://www.karlsims.com/rd.html…
Huge improvement, much better! I think you should change your scratches colour on your diffuse to a lot darker grey. Metal is dark, it just has a lot of specular which makes it often appear close to white. So make that darker and keep your spec bright and it should look even better. Well done!
really that far right, i have no idea of any engine that will actually give you that good of results. What sort of shader are you using? One thing you need to make sure to do is apply some high spec to these, which often times will show some glaringly obvious errors that you would miss with simple diffuse + normals.
yeah, zbrush or muddy would be the ideal approach. You could subd and use cut heaps i guess btw mop i reckon it'd look sicker with leather texture in the spec and diffuse than the normal ;D oh, unless it was comparitively high res i guess. I'm thinking game kind of res. just imo.
Ok, so first some reference photos so you guys can see what I'm trying to create. Reference Front: Reference Side: Diffuse Map Normal Map Specular Map The trash inside is separate to maximize the uv space, but I'm not really concerned with that, so I just put up the actual dumpster stuff here.
I'll second that comment about not understanding how the crate works. My first impression is that this crate is for a very heavy item(small motor, etc), and the whole top piece is lifted off. As for the polygon count, you can do a lot of reductions on the rounded areas, and rely more on the normal map. Good start though, I…
Looking pretty awesome, I'm glad to see you moved it into its own thread. =) The texture on the overalls seems a little too simplified, not so much the diffuse although it might benefit from a few highlights and shadows here and there. But once you get the normal map and lighting shader working its going to hit that groove…