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P442's Avatar
Old (#1)


Rendered In Max
4709 tris
1X 2048x2048 diffuse, spec, and normal
Crits Welcome
Offline , polygon, 512 Posts, Join Date Jun 2009, Location San Diego  
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wasabi's Avatar
Old (#2)
any wire frames and asset sheets?
It will be nice if it is rendered in Unreal or any other game engine..
Offline , spline, 110 Posts, Join Date Apr 2009, Location Pasadena, CA  
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Prophecies's Avatar
Old (#3)
Doesn't need to be in-engine to require crits imo. Yes, I understand this is a game art forum, but game art is game art regardless of where it is rendered. Rendering in Max is not an easy button for making crap art look good.

Very nice! I really like how you broke up the silhouette around the furnace! I'd say try to make the bottom of the furnace blend into the floor a little more. There is a nasty seam right there! Try to add some of that dirt along the base of the furnace, it will help cover up that seam and make it blend right in .
The bark and wood grain don't fit. The bark is too small for the size of the stump. It makes it look like is is part of this MASSIVE tree. Make the bark larger sized to make it fit the scale a bit more.

That pile of dirt where the shovel is.... is it coal? It's the same thing as the furnace, try blending that into the ground (not much, just a TINY bit), but not the way I said about the furnace. Along the bottom of the dirt pile (the part that meets the ground, put a very small alpha around that edge. It will make the diffuse go invisible and effectively blend the pile of dirt into the ground. Should help alot.
There is something else bugging me but I'm not quite sure what it is yet. I'll let you know once I find out.

Looks great! Keep up the good work!

Last edited by Prophecies; 05-04-2010 at 01:08 PM..
Offline , dedicated polycounter, 1,458 Posts, Join Date Nov 2009, Location Montreal, QC, Canada  
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wasabi's Avatar
Old (#4)
Prophecies/ agree with you on max render being not a simple task. I just wanted to see this beauty in a game engine.
Offline , spline, 110 Posts, Join Date Apr 2009, Location Pasadena, CA  
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Tyler's Avatar
Old (#5)
Some forums actually demand that if your posting game art, it is within an engine, or realtime viewport shader.

I would check to see how it looks in UDK, you'll be able to get a better idea of how the materials work together, and you'll be able to walk around your forge

Looks good so far though, the area where the wall and floor meets looks a little too sharp, perhaps dirty up the bottom of the wall a bit more to ease that transition.
Offline , polycounter, 860 Posts, Join Date May 2008, Location United Kingdom Send a message via MSN to Tyler Send a message via Skype™ to Tyler  
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SHEPEIRO's Avatar
Old (#6)
thats a bit fascist really
senior lighting artist @ r*north
Offline , veteran polycounter, 3,423 Posts, Join Date May 2006, Location edinburgh  
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P442's Avatar
Old (#7)
thanks guys. good comments. will work on tree stump and blending items into the ground. I am also in the process of getting it into UDK, where I can replace that ugly fire with a nice particle effect.
Offline , polygon, 512 Posts, Join Date Jun 2009, Location San Diego  
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