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View Full Version : Factory props / textures "wip"


Generalvivi
02-02-2007, 06:43 PM
All of the following models and textures were made for my Multiplayer mod "Hard Rain" for the Half-life 2 engine
http://img259.imageshack.us/img259/536/factorycrates34tj.jpghttp://img442.imageshack.us/img442/4246/concretepipes13kw.jpghttp://img441.imageshack.us/img441/1203/texturetest00156pj.jpghttp://img120.imageshack.us/img120/755/texturetest00141dk.jpghttp://img249.imageshack.us/img249/1042/texturetest00197nl.jpghttp://img75.imageshack.us/img75/1314/door1eq5.jpghttp://img393.imageshack.us/img393/6206/door2wf2td8.jpghttp://img185.imageshack.us/img185/4576/cinderpile12ge0.jpghttp://img161.imageshack.us/img161/6956/cinderpile2wip2ih6.jpg

buddythedesigner
02-02-2007, 08:21 PM
Hi GeneralVivi!

I don't like them sorry, but constructive critique on the way :)

1. Containers & Small metal crates.

I feel like the normalmaps are too hard, I would put more detail into the model itself and tried a subtle normalmap.

2. Concrete Tube Things

Not sure if people do small pipes from concrete, as far as I know they used to make big pipes with it (ie hl2 props), smaller are usually metalish. The texture feels a little too lowres also I can see some seams and small stretching, do something with the plain yellow color stripe, it's just to clear.
Not sure if one end can connect easly to the opposite one.

3. GA.net contest crates

Leafs fell a bit dull, besides this they're ok but not sure if they fit rest of props :)

4. Door

Lots of useless polygons, mostly on corners of both inner and outter parts of model, get rid of it. Not sure if chamfers are needed there too. I like it's texture though.

5. Wood Pallet

It would look ok if You add some variation to the bricks and get rid of white edge highlights which are ugly, do not do that. Good reference would be ND or hl2 pallet model.

That's it, besides the models, wall textures are way off. You did too strong CB normalmap, it looks fugly, not how bricks should look like. Actually it looks like straight texture from photo (cgtextures) with blurred edges to get rid of seams, but I guess they're just temporary / test.

Best Regards
Buddy

broli4000
02-02-2007, 08:39 PM
Just took a quick look and I noticed that the inside of the bulding has the wall texture tile way too many times. Make it a bit larger and throw on some decals to smudge it up a bit. Other than that just dirty everything up a bit more and you are set.

Generalvivi
02-03-2007, 12:39 AM
thanks for the crits . yeah the wall texture is pretty noticable at the "hole" i was goign to remove it and make some plaster decals to throw on the walls .

requiem2d
02-03-2007, 10:57 PM
Some very nice stuff there, look forward to more :)

Generalvivi
02-04-2007, 06:25 PM
For some reason i didn't see buddies post till just now . I will def be reworkig these props now thanks for the advice and the crits .
I recently redid my pallets , each block has its own unique texture and baked shadows .

http://img65.imageshack.us/img65/553/texturetest0032rt3.jpg

ill try and reduce poly count on the door model aswell

aeslyn
07-30-2007, 09:15 AM
I believe you should "dirty" up your models for a more realistic look. I feel like they're a bit too clean. Here's a quick and helpful suggestion:

http://www.poopinmymouth.com/process/tips/dirt.jpg

By the way, what are the polycounts for these props?

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