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Old 09-02-2004, 12:30 PM   #1
HawVer
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[character]Lowpoly orc texturing

Hi Guys

This is a model for the open source game openfrag. Check it out here: www.openfrag.org. The model is already finished. I'm doing the texturing. And I'd like to have some focused critics on the texturing part. How can I improve the lighting?

Model:



Wips01


Wips02





Thnx in advance
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Old 09-04-2004, 03:29 PM   #2
Victorian
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Cool asi asi

start the uw unwrap over

and this time make shure it does not stretch the crap out to all hell

crap* the texture
 
Old 09-04-2004, 05:54 PM   #3
HawVer
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Please give me some constructive comments i could really use them.




This is my progress


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Last edited by HawVer : 09-06-2004 at 05:16 PM.
 
Old 09-04-2004, 08:35 PM   #4
HawVer
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Victorian I don't like youre comment at all. You are right about the stretching. I took care of that. Posts are to be constructive and positive. This post of you is really negative.
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Last edited by HawVer : 09-04-2004 at 08:41 PM.
 
Old 09-05-2004, 02:38 AM   #5
animation_child
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dont mind that dickwad.

he was being honest and constructive on the subject that the textures are stretched out, but he didnt have to say that ur textures were crap. HEY WHY DONT U SHOW SOME OF UR WORKS OR POST UR ONLINE GALLERY DICKHEAD. ohh maybe ur stuff is as you quoted elequently *shit* too?

what a asshole. keep up the work, i would post comments, but i really dont do low poly work. maybe u can show some of the wireframes of the orc. some of the quads looks as though they have triangles or something... have u triangulated them already or something? cause arent u suppose to lay out the u.v.s before u triangulate them or whatnot? anyway, ur orc's porportions are good, and the silouette is decently strong too on a design standpoint. maybe u can model his weaponry too.
 
Old 09-06-2004, 12:32 AM   #6
nononowhatisyourname!?
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i think you should redo the uvw map like victorian said, but it doesnt look like crap. Theres just ALOT of stretching especially on the shoulder armor and top of helmet. Maybe the texture just isnt hi-res enough. I'm guessin that since its for a game, you are limited to the texture size? But yeah, there is too much stretching of the textures on the model. Eliminate the stretching and it will look great.

Last edited by nononowhatisyourname!? : 09-06-2004 at 12:36 AM.
 
Old 09-06-2004, 01:49 AM   #7
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i think there was said enough about the streching now.
i think you should get away from that stony look of the textures. try to get some metal textures. also i would give him some leather parts. and could you please turn off those colored textures for showing? it just bothers...

Last edited by Gräck : 09-06-2004 at 01:52 AM.
 
Old 09-06-2004, 09:44 AM   #8
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@animation_child, Thanks alot for your comments. Here is a wireframe.



@nononowhatisyourname Tanks for the comments. There is indeed some stretching. I'll tried to fix it. Check out my latest wips. It look much better now.

@Gräck Thanks for your comments. i used this texture for the metal. The problem is that the metal is low resolution. That why it looks like stone. Okay.. here is an version with no colored texture.

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Old 09-09-2004, 07:35 PM   #9
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Your model is very good for low poly but as far as realism is concerned add a small bump map just for realism and also just try to treak you smoothing groups (they used them in doom 3 so what the hell) also colour you lighting slightly cause very seldom do get pure white light in reality try a light yellow but otherwise its very good. I'm not much of a low poly modeler but yours is quite good, also I think try a more sutle colour on the shoulder armour the green sticks out a bit much Maybe a pale brown also try to emaphize a bit of dirt in your texture, and he looks a little too symetrical try play with texture on side to kill a little symetry :( But its good
 
Old 09-10-2004, 09:22 AM   #10
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Quote:
Originally Posted by itchybob
Your model is very good for low poly but as far as realism is concerned add a small bump map just for realism and also just try to treak you smoothing groups (they used them in doom 3 so what the hell) also colour you lighting slightly cause very seldom do get pure white light in reality try a light yellow but otherwise its very good. I'm not much of a low poly modeler but yours is quite good, also I think try a more sutle colour on the shoulder armour the green sticks out a bit much Maybe a pale brown also try to emaphize a bit of dirt in your texture, and he looks a little too symetrical try play with texture on side to kill a little symetry :( But its good

Thnx for your comments! I'll take a close look at it!
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Old 09-11-2004, 10:25 AM   #11
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Try out for a skin texture

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Old 09-11-2004, 11:55 AM   #12
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Good model, but with the textures I agree with what everyone else said
Some of my crits:

What is the green thing around his middle? It isn't part of his body, right? It looks pretty weird. I assume it's some kind of cloth? Don't make it green! It fades against his body color and this makes it a part of the body, which it's not I assume.

The overal body colour is quite boring. It's all the same, you might give some parts spots and some parts not. Put in some different colors, it's all one colour! You could give him scars or something like that.

I agree with the bumpmap thing. I think it would add a lot to the orange cloth around his middle. It will prolly give the model a less flatened look.

The knee pads just hover in the air! Where are they attached? They're just stickied to the knee. (same for the elbow pads)

For the stony metal textures, add a specular map. If you work on the eccentricity map and the specular color of the metal parts it will probably look much more metalic. You could of course check out the diffuse and the reflective map. Now It looks kind of the same as the rest of the body. (same for the neclase)

:O Hmm, is the above possible in games? I don't do games actually and I'm curious if it's even posible to do specular and all of that.

you're from the Netherlands too!

Hope this will help you some more,
-Shiroii!
 
Old 09-11-2004, 02:56 PM   #13
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I'm not so sure about the noise map in the difuse channel the green is too bright and the only place he might fit in is in a night club for chameleons on hard drugs its just too bright. if anything try making it turbulent and with a Pale green and dark brown also pull your thresholds closer together (say 0.2 and 0.8) then stick that same noise map in the bump Channel
 
Old 01-19-2006, 04:00 AM   #14
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