Author : winged doom


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Jet_Pilot's Avatar
Old (#1)
Just finished my little side project of a highway barrier wall let me know what you think. C&Cs welcome of course.



In UT3

Offline , triangle, 284 Posts, Join Date Jul 2007, Location Raleigh, NC Send a message via AIM to Jet_Pilot Send a message via Yahoo to Jet_Pilot  
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pior's Avatar
Old (#2)
Woah very nice presentation at the top! What did you use for that? Very clean, loving it.
(ps - thats one fucked up highway righ there haha)
Offline , veteran polycounter, 4,988 Posts, Join Date Oct 2004, Location Irvine CA  
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Jet_Pilot's Avatar
Old (#3)
Its my Vray product shot scene. It gives my models a nice uniform background and i get nice shading and highlights
Offline , triangle, 284 Posts, Join Date Jul 2007, Location Raleigh, NC Send a message via AIM to Jet_Pilot Send a message via Yahoo to Jet_Pilot  
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TheSplash's Avatar
Old (#4)
Nice little piece, great amount of detail.
Perhaps make the chipped bits lighter than the undamaged parts.
Dirt and dust builds up on concrete, the chipped parts would reveal the fresh concrete underneath. You might also have to have to decide how old each piece damage is, making some lighter and some darker
Offline , triangle, 259 Posts, Join Date Oct 2007, Location Brisbane, Australia  
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pliang's Avatar
Old (#5)
Its very convincing as a piece...now some hints of debris arrayed near the broken off parts with pieces lying around would work as well...
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gamedev's Avatar
Old (#6)
It's looking good - few notes though -

- wear and tear is a bit inconsistent. You've done a great job showing model wear and tear with chunks missing and exposed rebarb etc however the texture is very clean. Think about adding additional grime and dirt as well some build up at the base to better ground it when placed in an environment.

- specular needs some love. Right now its far too even making the surface look flat. Damaged concrete vs surface concrete vs paint stripes should all show different levels of specularity and really help break up the surface.

- consider using a detail normal map to give the surface fine detail.

- more pronounced normals and brighter specular (color specular) for the rebarb.

Just some thoughts. Keep up the good work.
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3dmotive.com - www.TylerWanlass.com - Unearthly 2009
Offline , triangle, 442 Posts, Join Date Oct 2006, Location San Diego, CA  
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AsylumSeaker's Avatar
Old (#7)
Awesome model, very pro.

Quick paintover for crits:



Really depends how old you want it to be though. I was asuming it had been broken a while based on the rusty metal. If its only been through battle recently I would make the rebar more shiny and metallic where it has been exposed and scratched up, and also as said already make the areas of broken concrete lighter than the old surface, and also make those broken areas less specular.

Last edited by AsylumSeaker; 05-11-2008 at 11:31 PM..
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