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RedThunder
01-24-2008, 05:22 PM
This was the last major thing I did. I didn't get the job either because my texturing skills are too weak (I've never made textures from scratch before.) Its the main reason I am here, I need to learn more about texture art and I pretty much won't stop until I get 100x's better. None the less, I figured I'd share it with you guys. I would love comments and critics please, its the only way I can get any better.

Tools: Max9 & Photoshop CS3
Lighting: Had to use Max's default lighting
Poly limit: 4000
Poly Count: 3986
Time: 5 days (2 days modeling, 1 day uvw, 2 days texturing)

http://www.geocities.com/goodbye_man/extra/treehouse_back_upclose.jpg
http://www.geocities.com/goodbye_man/extra/treehouse_front_3p_light.jpghttp://www.geocities.com/goodbye_man/extra/treehouse_front_upclose.jpghttp://www.geocities.com/goodbye_man/extra/treehouse_left.jpghttp://www.geocities.com/goodbye_man/extra/treehouse_right.jpg

akvan
01-24-2008, 08:09 PM
I'm a noob too, but I was wondering since you mentioned this was for a job, was this an art test? If it was, did they mention how they wanted the texturing to be like.. for example did they want a very photorealistic look (ala Call of Duty 4) or a more hand painted look (ala World of Warcraft)? Or did they just let you decide? Looking at your pics it looks like you have some elements of both. Your house seems like you were going for handpainted, but then the tree and roof kinda looks like a photosourced tile.

RedThunder
01-24-2008, 08:18 PM
Akvan:
Yes this was an art test to see if I can do low poly modeling. As for the texturing it was do it however you wanted, but nothing to cartoony. Oh well, I do plan on re-texturing this sometime, when I learn more about texturing.

Matroskin
01-24-2008, 08:39 PM
two major that I think u should keep in mind with this work is that:

1) don`t do textures that consist of just a photoshop filter effect that is clearly exposed (like ur bark)

2) bark texture should follow the the flow of a trunk and branches; for this reason brahches and trunk r usually mapped independently (like here : http://www.gamespot.com/pages/image_viewer/frame_lead.php?pid=929341&img=46&sid=undefined )

RedThunder
01-24-2008, 08:45 PM
Matroskin:
I've never made textures before this project so I was winging it. I never wanted to be a texture artist... I just wanted to make models and let some one else texture it. However as I see here its not the case. Thus I am trying to learn techniques from everyone at CGtalk =) But you do raise a vaild point, these textures showed my weakness, and thanks for the link, I'll take a look at those trees in more depth. =)

gsokol
01-25-2008, 05:28 PM
One thing that will help you with textures is using a lot of photo reference. I find myself constantly taking pictures with my digital camera. A lot of people will simply manipulate photos to make textures, then add hand painted touches to it.

veedo
01-25-2008, 05:50 PM
i'd say that your model is pretty good in most areas and you should show your wireframe on the model so we can see some efficient use of edge loops and a good sense of polygon usage.

the biggest crit i can give you is that your textures need to have more harmony. The wood on the door, versus the wood of the tree is blow right out of proportion... the wood of the door makes it look like the house is tiny (the grain is way too large), but the grain of the platform (besides being a completely different look/style) is much smaller.

As the previous poster stated, the bark needs to flow with the tree more, but i'd also suggest taking some time and trying to get All the wood in the whole scene to work together and not look like they were just randomly chosen and that way you'll be one step closer to having harmonious proportions in your textures :) good luck! :thumbsup:

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