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Old 11-22-2006, 09:46 PM   #1
keyframekid
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Hovercraft Game Vehicle

Goal was to hit under 1000 polys and make a nice uv/spec/bump map. I know the vehicle's a bit generic, but I'm trying to knock out as many different types of assests as possible, characters, environments, vehicles, and so on. All CC is welcome!







1024x1024
 
Old 11-22-2006, 10:53 PM   #2
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The model's pretty good (you might want to increase the height of the cockpit support things), but the texture needs a lot of work. There's no wear and tear, scratches, bumps, scuffles, chips, or dents, nor is the camo evenly distributed. You can't see any of the metal panels that make up the hovercraft or any of that. Your best bet is to re-UV the object so that it's broken up into discrete pieces, and then start adding scratches and stuff around the sides and edges where the paint would be wearing off.
 
Old 11-23-2006, 06:21 AM   #3
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I like the design and the modeling looks pretty clean but that texture is killing it man. When it comes to portfolios it isn't a matter of quantity but rather quality. This piece is not portfolio ready. The texture is very generic and not realistic. No damage at all, no scratches, chips, etc.

Work on the texture.

Do some tutorials on texturing hard surfaces.

Sorry if this crit sounds harsh but you have a good model base and you are killing it with that texture.

Good luck
 
Old 11-23-2006, 08:44 AM   #4
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hi!

model looks cool, i love that mesh, maybe U can add some more details inside (cockpit)
but texture is... far from ok..

this should be usefull:

http://forums.cgsociety.org/showthread.php?t=373024

cheers
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Old 11-23-2006, 07:42 PM   #5
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No critique is too harsh...I really appreciate the honesty. As far as i'm concerned, there's no room for ego in this business, and getting it put to you straight promotes growth. I'm taking this advice to heart, and re-texturing the whole thing. As it's Thanksgiving today, i'll be more concerned with feeding my face, but stay tuned. I really want to do this one right!
 
Old 11-23-2006, 07:47 PM   #6
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Wow...that tutorial is smokin! Thanks for passing it on!
 
Old 11-25-2006, 08:10 PM   #7
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Updates: remapped UV's, now painting the texture!

 
Old 11-26-2006, 01:16 AM   #8
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Now we're getting somewhere

I'm rather happy with how this is working.






Big thank you's going out to everyone who took a look and threw in their 2 cents!!
 
Old 11-27-2006, 07:06 PM   #9
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Well it's a big improvement over the first post. There is still a lot of room for improvement, but it's heading in the right direction. Some ideas:
  • It's more likely to have paint flaking off of the front of a vehicle as it's more likely to be hit with debris and wind/sand/water. Remember to add stains from exhaust, too.
  • I'd fade the 5A2 (scratch off some paint) and make it smaller. It looks like it's advertising that that is the model #. Depending on whether both spots share the same UV coordinates, I'd even consider just having the 5A2 on one side. If it does share the same UV coordinates, you might want to use a plane with a decal on it. Also.. and I'm not positive about this.. but I think the 5A2 should be facing the other direction or to the side. (readable from the pilot's POV or from the POV of someone standing to the side)
  • Lastly I'd try to add a little bit more hue or saturation variation. The texture as a whole could be desaturated a bit and maybe taken a little bit bluer.
Keep it up. Looking good. What size texture are you working with? Oh, one other thing to note, sometimes metal textures look better if you run a sharpen filter on them (makes the scrathes stand out more, too). Mind posting your texture flats?
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Last edited by blacker : 11-27-2006 at 07:12 PM.
 
Old 11-27-2006, 10:29 PM   #10
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Definitely more detailed than the first attempt. Would you mind showing your new texture map? I noticed that in your old one with the camo pattern, you repeat that pattern 3 times on 3/4 of the texture and only left 1/4 of the space for other details, which was a real waste.

If you're using the same size, the details on the hovercraft seem too blurry for 1024x1024. Did you UV map your model more efficiently than on the first time? The texture looks better visually, but I would also like to see how you aligned the UVs with the texture. Another thing to keep in mind is when you're making display renders such as these, reduce the filter on your render. This would make the texture much clearer and pop out more.
 
Old 11-28-2006, 12:50 AM   #11
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Big thanks to everyone who's taking the time to give advice. Per request, here's my textures and layouts, at 1024x1024.




As always, keep that CC coming!
You guys are fueling my growth!
 
Old 11-28-2006, 07:25 PM   #12
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Ok, that helps out a bit. 2 things I notice right away. #1, you've got a LOT of unused UV space. If you're able to get a better UV layout and increase the size of the pieces, your texture will look a lot cleaner. #2, you're using a 1024x1024, but you could easily get the same amount of detail out of a 512x512 (as it currently is).

To help with #1, I would say as a general rule, anytime two sides of something will not be seen at the same time (e.g. the sides of a person's head if you were texturing a head) or if there will not be much difference in detail between the two sides (not a big focal point) mirror it. It's perfectly OK to not mirror, especially when you want a lot of unique detail. It's also OK to mirror your texture in Photoshop to make sure it's symmetrical, but after that's done, detail away. Make sure there is a reason for you to have separate texture space for each side.

To help with #2, simply reduce your texture map to a 512x512 and save a copy. Then assign that as your texture and check whether you've really lost any detail. If you have, try applying a sharpen filter to your 512x512 and see if it improves it. Just experiment. If the 512x512 works, I'd stick with it and re-do or fix it up at that size so you're working at actual resolution.

If you want to keep your 1024x1024, you can, just make sure your texture NEEDS that much space.

In terms of your texture itself, it's not bad, but you could really punch it up more. You can add scratches to the bottom (it looks like it just rests right on the ground when the fans are off, right?) from some sliding & scratches on the bottom sides and fan housings for when it banks too hard. Add some exhaust stains from smoke, some rust or faded spots, maybe some evidence of what the pilot steps on when entering/exiting.

You can also paint some simple lighting into your texture. The bottom of the hovercraft isn't too likely to be anywhere but on the bottom (I don't think you'd roll your hovercraft) so you can paint it a little bit darker. You can also add some very simple ambient occlusion to your texture to really emphasize its shape.

What is the thing on the right/middle of your texture map? I'm not sure what part of your HC that is, but it doesn't seem to match the rest. Also, you have fans on the bottom of those 5A2 spots? I haven't seen them and maybe they're not too important since you might not see them anyway, but it might be cool to have to complete the model.
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Old 11-28-2006, 09:23 PM   #13
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That ugly mess on the right is representative of about midnight when I could barely put pen to tablet anymore! Hehe...there's no excuse for laziness, and that's what happens.
Blacker, thanks so much for your advice....all good tips. Since this thing was pretty much a UV/texture experiment for me, I may scrap it and move on, armed with the knowledge that i've gained from doing this.

I do have a question though, I know how to add an ambient occlusion shader, but how would you unwrap that into a UV map to add to the texture flat?

Again, thanks, and your protoss looks sweet!
 
Old 11-28-2006, 10:01 PM   #14
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Quote:
Originally Posted by keyframekid
That ugly mess on the right is representative of about midnight when I could barely put pen to tablet anymore! Hehe...there's no excuse for laziness, and that's what happens.
Blacker, thanks so much for your advice....all good tips. Since this thing was pretty much a UV/texture experiment for me, I may scrap it and move on, armed with the knowledge that i've gained from doing this.

I do have a question though, I know how to add an ambient occlusion shader, but how would you unwrap that into a UV map to add to the texture flat?

Again, thanks, and your protoss looks sweet!


No problem, I was just wondering what part of the model that was.

I wouldn't scrap it! If you need to bench it for a while, no problem, but too many times you'll find yourself giving up on a model because you think you can do better. You may be able to do much better, but you'll feel better and your portfolio will be stronger if you have more finished pieces. It wouldn't be a whole lot more work to play with the textures a little bit more.

Depending on what version of Maya you're using, you may be able to bake the ambient occlusion in. Check out this link, I've used this method, thought not very often (it's toward the bottom of the page).
http://www.alexmunn.com/html/class_levels_shaders.htm

Thanks for the comment on (and for resurrecting) my Protoss. That was my first time texturing a character (I've only textured 2 other models, and not very well!). I see TONS of places I could improve on it. For one thing, the comment I made to you about it being OK to mirror in Photoshop to make sure things are aligned.. Well, I did that, but I didn't add the variation needed to justify not simply mirroring the UVs in Maya. Chalk it up to too little time I guess, but it's something to learn from! If you're interested, I'll PM you a fullsize example of my UV layout and texture for him.
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Old 11-28-2006, 10:01 PM   #15
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