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#16 |
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Registered User
Join Date: Dec 2003
Location: bangalore, india
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good looking stuffs....!!..
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#17 |
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(Oo)
Join Date: Dec 2008
Location: Belgium
Posts: 2,723
Thanks: 201
Thanked 126 Times in 113 Posts
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Agree. Keep it up man, good work!
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#18 |
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Addicted to 3D
Join Date: Jul 2008
Location: Sweden
Posts: 1,567
Thanks: 64
Thanked 79 Times in 77 Posts
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Looking very good, Looking forward to see more of this
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#19 |
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Tessellated....
Join Date: Jan 2010
Location: India
Posts: 277
Thanks: 34
Thanked 5 Times in 4 Posts
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Helipad Game Asset
Hello Everyone,
Here is my latest game asset created in Maya , Photoshop and Xnormal. Floor was entirely done in Photoshop. Rendered in Marmoset Toolbag... Comment and critique most welcome. Polycount: Helipad(1486 Tris) ![]() ![]() ![]() ![]() ![]()
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" This is Flint Lockwood Diatomic Super Mutating Dynamic Food Replicator or for short the FLDSMDFR" ![]() Low Poly Props (Updated) ![]() |
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#20 |
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conscientious objector
Join Date: Sep 2007
Location: cambridge, uk
Posts: 4,234
Thanks: 3
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you could have used a texture half that size given the lack of variation in the materials but its a good clean map and bake so good stuff.
if you're going to make it all uniquely mapped then you should take advantage and add unique details all over the object.. |
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| Greatpoopipe! Thank you: | gauravcg (26-12-2012) |
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#21 |
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Tessellated....
Join Date: Jan 2010
Location: India
Posts: 277
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Thanks john...
![]() I was just worried about over doing the texture(as I was used to). Can you explain 'lack of material'? And also is 2k map too big for an asset like this? Thanks again.
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" This is Flint Lockwood Diatomic Super Mutating Dynamic Food Replicator or for short the FLDSMDFR" ![]() Low Poly Props (Updated) ![]() |
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#22 |
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conscientious objector
Join Date: Sep 2007
Location: cambridge, uk
Posts: 4,234
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map size restrictions are entirely down to your target platform - I'd be surprised if you saw a map that big on anything current gen (environment wise) unless it was a very large object.
"lack of variation" : as a rule, if you're giving a triangle unique texture space you want to be making sure that triangle is textured uniquely. This object is clean/undamaged and there are obvious areas that are repeated - to achieve the same look you only need unique texture for 1 quarter of the helipad surface and one side section. That will let you go down to 1024x2048 or possibly even 1024x1024. If it were damaged or dirty/rusted etc. you'd want to make as much of it uniquely textured as possible so it looks more awesome as an example... in the game i'm working on we have a set of wall objects that uses a 256x256 texture space - the damaged version of the same set uses a 512x256 map because we have to texture some of the damaged areas uniquely |
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| Greatpoopipe! Thank you: | gauravcg (01-01-2013) |
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#23 |
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Tessellated....
Join Date: Jan 2010
Location: India
Posts: 277
Thanks: 34
Thanked 5 Times in 4 Posts
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Wow....now I realized how many mistakes I have done in this asset.
Thanks alot for pointing that out, I'll keep that in mind next time :P I will post damaged version of this soon..... ![]() Thanks again.
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" This is Flint Lockwood Diatomic Super Mutating Dynamic Food Replicator or for short the FLDSMDFR" ![]() Low Poly Props (Updated) ![]() |
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#25 |
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conscientious objector
Join Date: Sep 2007
Location: cambridge, uk
Posts: 4,234
Thanks: 3
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Don't think of it as mistakes - its a good looking and well executed asset already, you've got the foundations to take it another step and turn it into a great asset which will do you proud in your portfolio.
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| Greatpoopipe! Thank you: | gauravcg (02-01-2013) |
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| Tags |
| game art, low poly, props |
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