View Full Version : Roman Shield--Free Download Soon
nibbuls 07-01-2006, 10:31 PM http://img66.imageshack.us/img66/1654/romanshield1pres29rb.jpg
Hey all. I'm looking for critiques before I release this for free through www.lowpolycoop.com (http://www.lowpolycoop.com) (for both commercial and non-commercial use). 326 Tris with a 512x512 diffuse, 512x512 normal, and 512x512 spec.
http://www.photoshopbrushes.com/brushes.htm is where I got the hand and scratch brushes. It was a huge help!
I modeled it, Scotths unwrapped it, and I textured it.
Here are some WIP shots.
http://img57.imageshack.us/img57/2229/romanshield11cf.jpg
Started with that model.
http://img406.imageshack.us/img406/8127/romanshield1textured9gz.jpg
That's right when I began the texture--before I thought of adding blood. :}
Thanks for the look!
*Edit: Forgot to mention that I used Scott's metal texture as a base.
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mindrot
07-01-2006, 11:53 PM
Not too bad.
I'd definitely tone down the specular on the wood (on the first image with the blood). It seems almost as intense as the metal areas.
~M~
nibbuls
07-02-2006, 12:15 AM
I made the wood much more dull. Thanks for the critique!
I forgot to post the maps.
http://img131.imageshack.us/img131/3926/romanshield0019gd.th.png (http://img131.imageshack.us/my.php?image=romanshield0019gd.png)
http://img225.imageshack.us/img225/5340/romanshield001specmap6ux.th.png (http://img225.imageshack.us/my.php?image=romanshield001specmap6ux.png)
http://img207.imageshack.us/img207/7426/romanshield001normalmap4mt.th.png (http://img207.imageshack.us/my.php?image=romanshield001normalmap4mt.png)
tin-tin
07-02-2006, 05:12 AM
The normal map looks weird, never seen one like that.
Greentea|
07-02-2006, 05:15 AM
Does the normal map even work? Looks like a texture map with a blue layer over the top :shrug:
Black Skull Inc.
07-02-2006, 07:32 AM
hey it looks good to me, but I agree with the others in that your normal map seems to be off, I would recomend that you download this plugin for adobe photoshop (I assume thats what you are textureing with)
http://developer.nvidia.com/object/photoshop_dds_plugins.html
then load you main texture, desaturate it, and then go to filters, nvidia tools, and where it says scale set it to 4.1 then save your new normal map, if you think it needs adjustment go back to after you desaturate it and play with the contrast and brightness, sharpening it might also help, then just go back to the normal map filter. Hope this helps
nibbuls
07-02-2006, 02:19 PM
I was using that plug-in, but it was my first time not using a high polygon model to generate a normal map. I didn't realize that it required further tweaking after making the normal map.
I was skeptical at first, too, but the normal map, surprisingly enough, looks great on the model (At least really close). I can post a close-up if you'd like. I'll definitely continue to mess around with it, though, and see if I can get it to look any better.
Thanks for the help!
*Edit: Here's the comparison.
http://img212.imageshack.us/img212/3406/comparisonnormal7ym.th.jpg (http://img212.imageshack.us/my.php?image=comparisonnormal7ym.jpg)
You really do need to see the full-size one to see the difference.
http://img56.imageshack.us/img56/392/normal3lh.jpg
LaughingBun
07-02-2006, 04:40 PM
your normal map appears to be inverted, the Scratches should be going into the wood not extruding from it, right?
nibbuls
07-02-2006, 05:46 PM
Yea that's my fault... I was messing around with dodge and clicked one too many times--couldn't undo it.
I think I may just use the same brush with burn and try to fix it that way.
*Edit: Here's the fixed version.
http://img129.imageshack.us/img129/4416/normfixedc2od.jpg
Thanks man. I didn't think it was that apparent 'til you pointed it out.
LaughingBun
07-03-2006, 06:07 AM
ahhh looks good, I think i only noticed because seems like everytime i do a normal the same thing happens to me.
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