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GraphX's Avatar
Old (#1)
Hello!

I am grateful to everyone who gave me advice on this thread.

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):








Offline , null, 16 Posts, Join Date Oct 2011,  
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GraphX's Avatar
Old (#2)
optimization of wireframe

Offline , null, 16 Posts, Join Date Oct 2011,  
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CrackRockSteady's Avatar
Old (#3)
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.
Offline , spline, 107 Posts, Join Date Oct 2010, Location Orange County  
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Blaisoid's Avatar
Old (#4)
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.
Offline , polygon, 668 Posts, Join Date Oct 2011, Location Wroclaw, Poland  
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nyx702's Avatar
Old (#5)
Quote:
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?
Offline , polygon, 541 Posts, Join Date Jan 2011, Location Raleigh NC  
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GraphX's Avatar
Old (#6)
Fantasy sword low-poly. Polys/tris: 292/531. Diffuse, normal and specular map - 1024x1024.

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