PDA

View Full Version : GraphX's texturing thread


GraphX
12-11-2011, 03:30 PM
Hello!

I am grateful to everyone who gave me advice on this thread (http://www.polycount.com/forum/showthread.php?t=91395).

Later, I'll get back to Ingram model - it has to be completely rework.

Now I tried to create a simple model in order to train in the nextgen texturing.

Low-poly Shield. polys/tris: 316/632. Diffuse, spec, normal map (1024x1024):

http://s017.radikal.ru/i412/1112/19/a2666f5016bf.jpg
http://s017.radikal.ru/i441/1112/fe/c5793e0732bb.jpg

http://s017.radikal.ru/i403/1112/be/eac8789d486c.jpg

http://s017.radikal.ru/i425/1112/eb/4a1488d55ca1.jpg

http://s017.radikal.ru/i406/1112/fa/a486afc09005.jpg

GraphX
12-15-2011, 08:01 AM
optimization of wireframe

http://s017.radikal.ru/i444/1112/2d/6f358aaadb07.jpg

CrackRockSteady
12-15-2011, 10:56 AM
The first thing I would suggest doing is gathering a bunch of reference for what you want the material to look like. Get some good images of old, damaged metal, that way you have something specific to aim for.

Blaisoid
12-15-2011, 01:23 PM
specular is what needs most work here. at the moment everything looks really glossy, with skull feeling pure plastic.

i'm not even sure what material is the front supposed to be made of. i can only guess that it's steel?

on the handle side, wood could use some darkening on the edge where it touches metal.

nyx702
12-15-2011, 02:29 PM
on the handle side, wood could use some darkening on the edge where it touches metal.

I am going to second this. Around the rim as well.

Also consider wear & tear on the wood. The planks are very uniform and the same value/hue. Someone is going to have their arm up against the middle area rubbing and bumpin. Maybe desaturated/discolor that area some?

GraphX
01-20-2012, 04:04 AM
Fantasy sword low-poly. Polys/tris: 292/531. Diffuse, normal and specular map - 1024x1024.

http://blender3d.org.ua/gallery/iwe/upload/2008-sword.jpg