Author : Nate Broach


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poostayn's Avatar
Old (#1)
Working on filling my site with some props and started this treasure chest for a character scene. Calling it pretty much done and hoped maybe you folks could point out some glaringly obvious problems I may have missed.

Offline , vertex, 36 Posts, Join Date Jun 2009, Location San Francisco, Ca  
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Heart_Murmur's Avatar
Old (#2)
Not bad. A few things:

- It seems you have a really high resolution texture, on a really low resolution model. It becomes apparent with the roundess of the top. A few extra edges up there I don't think would hurt. Also the geometry on the lock latches(?) is pretty high compared to everything, and looking at the none wire frame, all that extra geometry doesn't seem to be helping.

- The spec map seems to have the same value all around, everything looks wet or shiny. This is fine for the metal parts, but I would bring down the specularity on the wood.

- It seems everything is really flat, I don't get a sense that the materials are in 3d space, they meld right into each other. I think some baked in shadows on the texture map would help. Also maybe (in the future) when working on something like this, producing a high res mesh to bake the normals so you can get those larger shapes popping. Right now it looks like the whole texture was crazy bumped, and your not getting those larger forms.

Hope this helps!

Last edited by Heart_Murmur; 07-30-2009 at 12:29 AM..
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Offline , line, 91 Posts, Join Date Apr 2009, Location Orange County  
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poostayn's Avatar
Old (#3)
Thanks for the tips Heart_Murmur i agree with everything you mentioned. I actually did use a high res mesh and used Xnormal for the normals and AO. the only thing I used crazy bump or the nvidia filter was the bolts or rivits
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Ott's Avatar
Old (#4)
I would definitely suggest improving your poly distribution. Even modeling out some more of the bigger shapes instead of relying 100% on the normal map to sell it.



I would also suggest making the spec for your wood muuuuch darker. Right now it looks like someone applied a coat of finish to it, and doesn't really match the wear and grime you have in your color map. Take some of those grimy elements and add them to the spec as well.

Would also suggest putting more specular love in your edges all over, and ESPECIALLY anywhere you want to create a "high point" in your normal map. Do the opposite for the low points.

The diffuse is dope, but the spec is making it look like plastic.
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poostayn's Avatar
Old (#5)
Thanks for the comments Ott, It sounds like I need to redo my low poly mesh. I Will probably get rid of the latch geometry since it is pretty heavy and take your advice and model in some of the bevels in the main body.
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ArcticNova83's Avatar
Old (#6)
Is there some reason why the wood is all shiny? The rest of the chest looks rather old and tarnished, even parts of the wood.
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garagarape's Avatar
Old (#7)
That's because it is wet
They brought it back from a wreckage in deep sea.
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poostayn's Avatar
Old (#8)
OK I tweaked the spec map and messed with the specular sharpness in Marmoset, But I still have to redo the low poly mesh.
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Slave_zero's Avatar
Old (#9)
I would suggest that you spend a fex polys on the golden patches in the corners of the chest. With just a few triangles on those pieces the silhoutte of your modell will be improved.
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ceebee's Avatar
Old (#10)
Throw some different angles into your model presentation next time, right now none of the polygons that you've worked on are affecting the silhouette at this angle (I would still get rid of half the polys on the lock brackets and add them to the pronounced panels on the outside of the chest like others have suggested)

Also, I've never used marmoset but you have a light coming from the bottom of your chest. Might be good to have the lights coming from higher angles to show off some of the detail as it usually would be ingame.
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Offline , polycounter, 787 Posts, Join Date May 2009, Location San Mateo, CA Send a message via AIM to ceebee Send a message via Skype™ to ceebee  
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