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Sqweebo
10-22-2006, 03:45 PM
http://img302.imageshack.us/img302/1363/fuelpumpje6.th.jpg (http://img302.imageshack.us/my.php?image=fuelpumpje6.jpg)


Something i made for practice.

heavyness
10-22-2006, 04:05 PM
nice dirty textures. can you post a wireframe? i would give the handle a couple more polys, looks a little to low poly for next gen.

Sqweebo
10-22-2006, 04:25 PM
http://img197.imageshack.us/img197/5061/wiredg2.th.jpg (http://img197.imageshack.us/my.php?image=wiredg2.jpg)Here you go,modeling is the one thing im trying to improve upon because at my job i just do next gen textures and a little z brush so my next model will likely go up in complexity.

Gamedev
10-22-2006, 08:17 PM
Did you have any photo reference for this piece? As well, would you mind posting your normal map? Its not showing too well in the renders or doing much for the model.

Over all the texture work isnt bad, though I think you can still do more with it. I did a gas pump a while back, you can check it in my portfolio.

requiem2d
10-23-2006, 05:18 AM
I'm not really seeing the spec or normal, maybe the render method didn't process them? Throw on an omni so we can see those, would do that nice diffuse injustice otherwise :)

LaughingBun
10-23-2006, 06:12 AM
i think you should remove the scratchy fiber looking lines on the upper left corner of the pump, This may not be the case but to me it looks like you photo ref'd a paint texture and those were some sort of paint brush fibers. Its a simple fix, and right now that really grabs your attention as odd, least it did mine.

As far as other crits you need to find some way to accent the edges, make them smooth and add shape. This could be through chamfering the edges of the model, or just dodging and burning the textures correctly. I personally would add some curves to the model itself.

Dennispls
10-24-2006, 12:23 PM
Even though you aim for next gen stuff i still think 1024x1024 is too big for an asset.
Also try to properly smooth your model cause i can see hard edges which make it look less good.
Also it appears as if the textured parts do not match up in certain places.
Also feel that the amount of dirt lacks on the bottom area.

Sqweebo
10-24-2006, 02:04 PM
Even though you aim for next gen stuff i still think 1024x1024 is too big for an asset.
Also try to properly smooth your model cause i can see hard edges which make it look less good.
Also it appears as if the textured parts do not match up in certain places.
Also feel that the amount of dirt lacks on the bottom area.


Hehe based on peoples reaction i probably need to work at a lower resolution than i am used to working with at my job. 1024 for smaller assets and 2048 for bigger ones,either which way im redoing this entirely over.

JesseMoody
10-24-2006, 05:48 PM
I saw this on polycount as well. I would say these are the major things hurting it for me.
- size of the texture map
- the hard edges , if it's next gen then chamfer/bevel those edges and make the transitions smoother
- the dirt build up along the bottom of the object. It doesn't look like enough.
- the overall dirt on everything (go take a look at some real gas station pumps or just objects that have been outside that are similiar in shape and wear and tear)
- the handle is a little too low poly for what you can get away with. Round that grip out
- the hose is jagged


Some suggestions to push this piece.

- model in the detail around the gauges

- you can use the high poly mesh for your normal map and project that onto your low poly. then with the nvidia tools to add the texture details like chips, scratches, rivets, logos, stickers.

- by making multiple normal maps from the different details and then putting them all together in photoshop will really make a big difference

Dennispls
10-25-2006, 09:37 AM
Damn javier i didnt know it was you!
haha its me dennis (friend of michelle and tobias and ofcourse paul)
Anyway what is this going to be for other than practise?

Sqweebo
10-25-2006, 08:30 PM
Hey what up.



This is the new verison,high poly and close up of nozzle

LaughingBun
10-26-2006, 07:23 AM
that is looking really nice

Extruder
10-26-2006, 04:00 PM
Not impress. That is looking really red!!! Polybump?

Sqweebo
10-26-2006, 04:02 PM
well thats just the high poly version for the normal map bake,the color is irrelevant.

JesseMoody
10-26-2006, 06:05 PM
Not impress. That is looking really red!!! Polybump?

Well thats definetly constructive and useful crits. LOL

Anyways MUCH better man. This is looking a lot better than before. I like the handle and the new detail you have put into this.

looking forward to updates.

Sqweebo
10-26-2006, 08:48 PM
And heres the low poly. its about 1312 polys. Tried to keep it as slim as possible but the nozzle and some parts of the model needed the silouette. http://img47.imageshack.us/img47/7154/lowpolyao7.th.jpg (http://img47.imageshack.us/my.php?image=lowpolyao7.jpg)



Gonna be doing the unwrap tomorrow night,at the moment i have no pc at home due to techinical issues so 4 hours nightly is all i can really put into this,but in the weekend ill jump into all the texturing.

Would it be overkill to import the high polts into z brush and rouch it up a little with dents and bumps or could that be done via p shop filters?

Gamedev
10-28-2006, 10:09 PM
no, you could do a lot of dings and dents w/ the Nvidia photoshop filter and the gradient tool. I don't really see Zbrush as being a time efficient tool for environment artists most of time, but I've yet to hear a solid argument stating the opposite. Nice work so far. Glad you re-did the model :)

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