View Full Version : More structural assets
Wayne Adams 03-09-2006, 01:02 PM This time I'm doing individual pieces that will be instanced over a future environment. I have an idea of the environment, but I've not planned a overall design for the environment.
Here is what I did yesterday: more to come tomorrow.
http://www.wayneadams.net/stuffola/assets.JPG
http://www.wayneadams.net/stuffola/assetswire.JPG
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ArchangelTalon
03-09-2006, 01:43 PM
The metal texture on the base of that pillar is bothering me. It's looking very clean when everything else is work and battered, so the rust looks out of place. The grain looks too heavily stretched and too pronounced, I think. The rust is also a bit off. You'd see it congregating around the rivets and then streaks dripping down onto the rivet below. Also it'd be nice to add a bit of dirt in around the crevices/concave edges and such, surface scratches, etc...
I can't tell if all of these models reference the same texture file. In that case, the wear and tear is a bit harder to create. I'm not to sure what you'd do then. Just fix up the metal grain a bit and leave it, I guess.
The warning stripes on the topmost projections from that tower seem to tile a bit? There's a black stripe and then the texture continues again in at the corner.
Other than that, it's looking good, mate :)
SHEPEIRO
03-09-2006, 02:18 PM
just noticed that you could save quite a few of polys by using intersecting meshes for the protruding parts to the pillar.
otherwise what archangeltalon said seems pretty good about that bottom texture on post.
plus i would say scale the uvws on the middle protruding bits so that the metal bands frame the top, square section, leaving the triangular bit stone.
Wayne Adams
03-11-2006, 03:54 AM
More assets
http://www.wayneadams.net/stuffola/barrelassets.JPG
TychoCelchuuu
03-11-2006, 05:10 AM
I would add much more variation to the color. On the thing holding the barrels, for example, the grating is the exact same color all the way around. There is no wear, grunge, dirt, or anything on it. It looks repetitive. You could try adding dirt, scratches, and also uneven highlights and even simply making some areas darker or lighter or turning up or down the contrast.
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