View Full Version : Texture/Light/Render - Character/Environment - Amuzani
Amuzani 04-20-2002, 02:38 AM OK...time to start my thread.
Here's the base model I'm going to work from. The only texture applied so far is a procedural bump map on the wall.
Where to go from here!?!
:confused:
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Amuzani
04-20-2002, 02:52 AM
OK...quick update...already.
Here's a skin texture I'm thinking of using. I'm going for an ashen-white sort of look.
Comments?
Gilgamesh
04-20-2002, 04:19 AM
Textured spheres are all well and good, but throw a basic light setup on the thing and we will have a better idea what it looks like. Textures are all about how light interacts with an object.
:eek: WOW!!!.......Great model!!cant wait to see it textured!
leigh
04-20-2002, 04:19 PM
That is a very cool scene, it has SOOO much potential for really awesome texturing :drool:
You should start off by making very basic colour maps for everything and then basic spec maps for everything. IMHO this is usually the best way to begin tackling a big texturing job :D
Looking forward to updates! :thumbsup:
Mike Pauza
04-20-2002, 10:57 PM
Love the look of your scene.
rolhionjs
04-21-2002, 03:38 AM
wow the model is awesome ! gosh it's gonne be hard to texture no ? anyway : happy to see somthing like this on this challenge :) :)
Amuzani
04-21-2002, 03:40 AM
OK, forget the character for a bit...
Here's a little update on the gate and wall. My first impression is that the bump on the upper mantle is way too strong. What do you all think??
florizal
04-21-2002, 05:16 AM
walls look good
i would say dirty them up just a bit more
good work:)
Gilgamesh
04-21-2002, 05:34 AM
I agree, bump too strong.
That is a great dirty texture though.
I would also like to see a little more silver up there.
The walls are kind of clean compared to the gate I think. Also you can tell that the same texture was mirrored and used for both. And there is a seam that looks kind of weird, like a line in the bump map. Is that supposed to be there?
Well I hope that helped. :)
Its looking really good. The model and concept is great. Keep it up!:D
Amuzani
04-30-2002, 11:51 PM
Hello,
Here's another update. This pretty much covers the 'rough' stage. Now it's just a matter of adding details and refining the maps a bit. It seems that my maps are a little too low resolution-wise...I'll see if I can make some higher res maps. Also, I think I'll add some debris (rocks and stuff) on the ground around the gate. As it is the ground seems too plain.
Here's a link to a slightly larger image.
http://home.uleth.ca/~kindt/temp/goddesstex4.jpg
Please let me know what you all think so far
I'll be posting some close-ups of the character as I refine her textures a bit more.
Thanks!
windarr
05-01-2002, 11:47 PM
Beautiful work, keep it up. Yeah I think the ground looks too uniform and plain. Make the texture on it more diverse and vary the bump mapping on it too definitely.
AMAZING TEXTURES MAN!!!!!:thumbsup:
SeanW
05-02-2002, 08:00 AM
I really like your scene you have set up, is this the angle your going to be viewing the scene from? Only thing I see right now is try to break up the mirrored texture on the two walls. Keep up the great work :thumbsup:
Amuzani
05-03-2002, 02:53 AM
Hello!
OK...what do you think of this version? New ground, background, skeletons, rocks...
The guardian is still pretty much undone, but getting there.
Here's a link to a higher res version.
http://home.uleth.ca/~kindt/temp/gtx5.jpg
Thanks!
HI,
Impressive work here.
I'd have just two or three comments :
- maybe the separation between the different wall parts a re too sharp. You should use rounded edges for teh weel (at least just a bit and if possible not regular to add detail). Maybe add holes or cracks (mesh not texture) at some clever places.
- the specular map for the top of the gate could be sharpened to give more tiny details. I think it would help making it more like rust.
- the background looks too much like a simple Bryce sample scene. You should make it more believable, and it should add more depth to the foreground.
I think that's it :) Happy to see such great work ! (maybe i'll ask for your help for texturing something...)
So see you man ;)
toma.
windarr
05-03-2002, 12:12 PM
Looks great, but I couldn't view the larger image. So I couldn't say for sure. The ground looks more interesting with the skeletons. But what are those shadowy things behind the gate kind of floating near the sky it looks like?
Amuzani
05-03-2002, 09:18 PM
Thanks everyone for the replies and suggestions. It's good to see some response.
Windarr: sorry, the uleth server went down for a bit...it should be up a running again if you want to view the larger version. Those 'floating' things are supposed to be mountains faintly visible through a fog. I haven't put much thought into the background yet.
Thanks again!
windarr
05-04-2002, 03:51 AM
Ok, now I can see it. Those mountains do look weird though. I think you should take them out, or make them less visible especially towards the summit. Remember the summits of a tall mountain could be miles further than the base from your point of view, so they should be much fainter. And the clouds should be thicker up there and almost entirely obscure the tops of them.
Her red clothing looks a little shiny, like the specularity is too high maybe. I love your horridly disgusting metal textures, they look very convincing. Except their are some vertical lines on the right side that look too straight. I see some on the left too, but they aren't very noticeable.
I think the ground could use a little more color variation and the walls need a little more ummph to sell them as being real.
Great piece though, wish I had more time right now to work on mine.
:beer:
Amuzani
05-06-2002, 05:58 PM
Here's a render of an alien-demon-thingy I'm adding to the scene. I'm going for a slimey-pale sort of look.
What do you think?
Here's a link to a higher res version...
http://home.uleth.ca/~kindt/temp/alien1.jpg
Amuzani
05-07-2002, 06:26 PM
OK...well...here's the scene with the demon in it.
Comments?
http://home.uleth.ca/~kindt/temp/gtx6.jpg
(higher res)
ZrO-1
05-07-2002, 11:19 PM
LOL good stuff, I like the demon peeking out from behind the wall.
windarr
05-08-2002, 08:20 AM
Great stuff, I love the little demons. Makes it a little comical. But I keep feeling when I look at the image that my eyes get drawn too much to the demons. Mostly the one on the wall. Which could be bad, if you want your focus of the image to be the lady, otherwise if you want it to be on the demons it's ok. But if you want it on the lady, like I think you do, maybe you could darken the demon's texture a little, so they don't stand out so much. Especially the one on the wall, since he stands out so much more than the other one.
:thumbsup:
Amuzani
05-08-2002, 08:12 PM
Good call Windarr..I agree, the demon on the wall gets too much attention...so I adjusted his colour to blend more with the background. I'll attach the image.
Also I did a close up of the guard with rather ordinary lighting. I decided to bring her out of the surroundings a little by keeping her 'cleaner' as opposed to the grungy walls and gate. What do you all think of the armor?
Thanks!
http://home.uleth.ca/~kindt/temp/gtx6.jpg
Amuzani
05-08-2002, 08:14 PM
oops...i suppose i should attach the close-up. :D
http://home.uleth.ca/~kindt/temp/gdclose1.jpg
l_farley13_l
05-08-2002, 11:07 PM
mm, the scene it pretty good, but she NEEDS some hand painted textures! Make sure you hide the warping of the crisscross too, another projection might help. Some attention to detail on her face will help quite a bit!
I don't quite understand the walls either, seems the map has just be doubled.
see you,
Farley13
windarr
05-09-2002, 05:26 AM
Yeah that works a little better, but now, and maybe I'm just being picky, I'm noticing that both demons have exactly the same expression and are both looking in the same direction. To me it looks too similar. Maybe you could just turn the head of the one on the bottom to looking somewhere else perhaps?
I personally like the red armor texture, but I think the helmet needs more detail. Her skin needs more...something, probably just detail, I also want to say color too, but then she's supposed to be pasty, so I guess maybe more color variation on the pasty side, and more detail. The stretching on the green sleeves is a little bothersome, but I think posed it would be hardly noticed.
Keep it up.
Amuzani
05-15-2002, 06:44 PM
Hello,
OK...not much time left so I think I'll have to call this done...maybe...unless I do some more minor fixes...hmmmm.
Here's the 'sort-of-done' version. What do you think? Any suggestions? Thanks to everyone who posted suggestions it has been very helpful.
high res link:
http://home.uleth.ca/~kindt/temp/gtx6.jpg
windarr
05-15-2002, 07:52 PM
It's great work man. I think the little demons textures are a little too saturated. You've still got till Friday by the way to make some final adjustments to it. Maybe you didn't read about the date extension?
Amuzani
05-17-2002, 08:14 PM
oops!! Somehow the embedded skull got cut off in the last version...here's the final high res version.
http://home.uleth.ca/~kindt/temp/gtx6.jpg
Thanks!!
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