View Full Version : School project
11-30-2005, 07:16 PM
Anyway, another project of mine, for my masters degree (feel really important saying that... http://www.mapcore.net/forums/images/smiles/emot_rolleyes.gif ) is to make an environment of my own design.
As usual I want to focus on textures. But guys, be gentle, I feel that these days I spend 98% of my time doing everything BUT textures, and when it is finally texturing time, I have either lost my mojo or have too little time to do it right. http://www.mapcore.net/forums/images/smiles/emot_cry.gif
Anyway, here is a ridiculously simple little boat. A dingy of sorts. We are aiming for realism. The planks are not quite there... There is some je ne sais pas. Please point it out to me. Preferably with detailed solutions too! http://www.mapcore.net/forums/images/smiles/emot_biggrin.gif
Textures are more than beatiful.
But it seems like you haven't ever seen a real boat. This little boat looks like from LOTR or something.
If you want to go for realism, loose this widening on the middle of boat sides because nobody can shape a plank like that. Planks are shaped by frames inside boat. Where are those? You didin't make any.
Again, textures are very beautiful, but boat is far from realistic.
Hope I wasn't too hard.
11-30-2005, 11:00 PM
The textures are beautiful!
But it's true, lose the widening in the middle. That'll also save some polys.
Check out this pic for possible reference:
11-30-2005, 11:09 PM
on thing to think about is that your boat isnt just old wood nailed togheter, try to emphasis that people use the object, buy leaving behind remnants of their interaaction with the object. like where marks on the seats where peoples butts had rubbed the wood smooth over hundereds of times out on the lake. and gruff drit that wont ever come out of the bottom of the craks, and maybe even a diffrent color of paint, that the boat was once painted stuff like that mightbe able to help you tip the scales more twords the realism your hoping forf in your textures
11-30-2005, 11:09 PM
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