The chaser
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RE: Modeling/Art non-related to Amnesia
(12-12-2012, 09:15 PM)crisosphinx Wrote: (12-12-2012, 08:54 PM)Statyk Wrote: Updated the texture and spec (so it's not as metallic) of the rock I posted a bit back. Any and all feedback are nice. I can't say I'll fix this sculpt, but I will keep it in mind for the next.
I personally still think it looks a little to planar. It's not terrible, but it really reminds me of crystals, I.E.- Quartz.
You did a better job with the texture, perhaps you could add more bump to it and make it look like it has a ton of deformations/ granular/ worn bits. It'll make it look older and more like rock. Right now, to me, it looks too much like plastic.
Agree with Crisosphinx. Make it... more random, twist it in aleatorial ways. As Robosprog said, "Nature is random".
Yeah, a problem I have with some models is that the texture seems plastic ( http://i.imgur.com/TcsgR.jpg, http://media.moddb.com/cache/images/mods.../6FMfF.jpg)
In this case I just painted it. Any suggestions to make it more organic? I heard something about skin, what is it? Is it in Blender?
THE OTHERWORLD (WIP)
Aculy iz dolan.
(This post was last modified: 12-12-2012, 10:26 PM by The chaser.)
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12-12-2012, 10:26 PM |
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crisosphinx
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RE: Modeling/Art non-related to Amnesia
(12-12-2012, 10:26 PM)The chaser Wrote: (12-12-2012, 09:15 PM)crisosphinx Wrote: (12-12-2012, 08:54 PM)Statyk Wrote: Updated the texture and spec (so it's not as metallic) of the rock I posted a bit back. Any and all feedback are nice. I can't say I'll fix this sculpt, but I will keep it in mind for the next.
I personally still think it looks a little to planar. It's not terrible, but it really reminds me of crystals, I.E.- Quartz.
You did a better job with the texture, perhaps you could add more bump to it and make it look like it has a ton of deformations/ granular/ worn bits. It'll make it look older and more like rock. Right now, to me, it looks too much like plastic.
Agree with Crisosphinx. Make it... more random, twist it in aleatorial ways. As Robosprog said, "Nature is random".
Yeah, a problem I have with some models is that the texture seems plastic (http://i.imgur.com/TcsgR.jpg, http://media.moddb.com/cache/images/mods.../6FMfF.jpg)
In this case I just painted it. Any suggestions to make it more organic? I heard something about skin, what is it? Is it in Blender? It looks like you didn't apply a texture. You just applied a colored "texture" or surface. Add more color, make it brighter. Since it looks like you have a diffuse (MAX)/ color (Maya), add a spec and a bump map. If you don't have those available, make some!
EDIT:
FIRST LINK WORKS, SECOND DOESN'T
Animation and Rig questions -> crisosphinx@yahoo.com
3D Generalist. Notable work on FG Forums - The Great Work, Five Magics and Cowards Debt.
(This post was last modified: 12-12-2012, 11:07 PM by crisosphinx.)
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12-12-2012, 11:06 PM |
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Statyk
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RE: Modeling/Art non-related to Amnesia
@The Chaser
The way I see it is it could use some nice sculpting and normal mapping to give the shell a harden shape. It kinda looks like a balloon animal right now =P add some different shades and gradients to the texture, give it a spec, and in the right situation, a cubemap could be applied to give it a slimy appearance. The eyeballs also throw me off because it seems like they were just dropped in there, like they're ready to roll off. Try to get the body to work around the eyes so it looks like they're sitting in a socket of sorts.
But most importantly, you have to work lower poly =P
(This post was last modified: 12-12-2012, 11:39 PM by Statyk.)
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12-12-2012, 11:38 PM |
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crisosphinx
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RE: Modeling/Art non-related to Amnesia
(12-12-2012, 11:38 PM)Statyk Wrote: @The Chaser
The way I see it is it could use some nice sculpting and normal mapping to give the shell a harden shape. It kinda looks like a balloon animal right now =P add some different shades and gradients to the texture, give it a spec, and in the right situation, a cubemap could be applied to give it a slimy appearance. The eyeballs also throw me off because it seems like they were just dropped in there, like they're ready to roll off. Try to get the body to work around the eyes so it looks like they're sitting in a socket of sorts.
But most importantly, you have to work lower poly =P Agreed. Though, since it's a scorpion, sculpting doesnt matter. The player will never be able to zoom that close up on a tiny animal. Thus bump mapping would be more appropriate (also less work if you don't have a sculpting program).
Green spec for plasticy, orange for shiny. Should use neater geo and more extreme curved surfaces and such.
Animation and Rig questions -> crisosphinx@yahoo.com
3D Generalist. Notable work on FG Forums - The Great Work, Five Magics and Cowards Debt.
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12-12-2012, 11:53 PM |
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The chaser
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RE: Modeling/Art non-related to Amnesia
Stupid me, I added a parenthesis
This is it, the spider (High-poly, though)
http://media.moddb.com/cache/images/mods.../6FMfF.jpg
The scorpion already has a spec map added to it, just pure grey. I really suck at texturing well (How the hell do you find UV scorpion textures?)
So, I'm going to add him the bump map from a stone. Those irregularities maybe work well for him.
How can I make more "Believable" eyes for him?
Thanks for the feedback
THE OTHERWORLD (WIP)
Aculy iz dolan.
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12-13-2012, 07:36 PM |
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crisosphinx
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RE: Modeling/Art non-related to Amnesia
(12-13-2012, 07:36 PM)The chaser Wrote: Stupid me, I added a parenthesis
This is it, the spider (High-poly, though)
http://media.moddb.com/cache/images/mods.../6FMfF.jpg
The scorpion already has a spec map added to it, just pure grey. I really suck at texturing well (How the hell do you find UV scorpion textures?)
So, I'm going to add him the bump map from a stone. Those irregularities maybe work well for him.
How can I make more "Believable" eyes for him?
Thanks for the feedback I'd suggest using scales as a bump map, rather, a large reptilian scale. For the spec map, make it a 20% saturated green. That'll give it a nice look (specifically if you take the reptilian scale and just make it 20% green).
For the eyes, make them black, put them into his head a little more.
How many polys is the model (triangles preferably please). For example, is it 5,000 triangles (tris)? Is it 2000 trsis? 10,000 tris?
EDIT:
For something that small, you could make it between 500-1500 triangles, EASY. 500 would be easier to texture AND easier to model.
Animation and Rig questions -> crisosphinx@yahoo.com
3D Generalist. Notable work on FG Forums - The Great Work, Five Magics and Cowards Debt.
(This post was last modified: 12-13-2012, 08:10 PM by crisosphinx.)
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12-13-2012, 08:09 PM |
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The chaser
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RE: Modeling/Art non-related to Amnesia
(12-13-2012, 08:09 PM)crisosphinx Wrote: (12-13-2012, 07:36 PM)The chaser Wrote: Stupid me, I added a parenthesis
This is it, the spider (High-poly, though)
http://media.moddb.com/cache/images/mods.../6FMfF.jpg
The scorpion already has a spec map added to it, just pure grey. I really suck at texturing well (How the hell do you find UV scorpion textures?)
So, I'm going to add him the bump map from a stone. Those irregularities maybe work well for him.
How can I make more "Believable" eyes for him?
Thanks for the feedback I'd suggest using scales as a bump map, rather, a large reptilian scale. For the spec map, make it a 20% saturated green. That'll give it a nice look (specifically if you take the reptilian scale and just make it 20% green).
For the eyes, make them black, put them into his head a little more.
How many polys is the model (triangles preferably please). For example, is it 5,000 triangles (tris)? Is it 2000 trsis? 10,000 tris?
EDIT:
For something that small, you could make it between 500-1500 triangles, EASY. 500 would be easier to texture AND easier to model. Whoa, please explain me what is that "scales as a bump map". Or the Green/Orange specularity, what program do I use for it. Oh, the models are made for being, more or less, as the Amnesia player beggining of leg tall.
Scorpion: 14.000 tris
Spider: 40.000 tris (Oh my god! I need to low-poly it)
So, I think I understand now. The true challenge of the modeller isn't to make a cool model, is to make a cool model that doesn't slow computers...
THE OTHERWORLD (WIP)
Aculy iz dolan.
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12-13-2012, 09:23 PM |
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crisosphinx
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RE: Modeling/Art non-related to Amnesia
(12-13-2012, 09:23 PM)The chaser Wrote: (12-13-2012, 08:09 PM)crisosphinx Wrote: (12-13-2012, 07:36 PM)The chaser Wrote: Stupid me, I added a parenthesis
This is it, the spider (High-poly, though)
http://media.moddb.com/cache/images/mods.../6FMfF.jpg
The scorpion already has a spec map added to it, just pure grey. I really suck at texturing well (How the hell do you find UV scorpion textures?)
So, I'm going to add him the bump map from a stone. Those irregularities maybe work well for him.
How can I make more "Believable" eyes for him?
Thanks for the feedback I'd suggest using scales as a bump map, rather, a large reptilian scale. For the spec map, make it a 20% saturated green. That'll give it a nice look (specifically if you take the reptilian scale and just make it 20% green).
For the eyes, make them black, put them into his head a little more.
How many polys is the model (triangles preferably please). For example, is it 5,000 triangles (tris)? Is it 2000 trsis? 10,000 tris?
EDIT:
For something that small, you could make it between 500-1500 triangles, EASY. 500 would be easier to texture AND easier to model. Whoa, please explain me what is that "scales as a bump map". Or the Green/Orange specularity, what program do I use for it. Oh, the models are made for being, more or less, as the Amnesia player beggining of leg tall.
Scorpion: 14.000 tris
Spider: 40.000 tris (Oh my god! I need to low-poly it)
So, I think I understand now. The true challenge of the modeller isn't to make a cool model, is to make a cool model that doesn't slow computers...
Scales... literal scales...
I explained the green/orange color specular map earlier in this chat. If you make it green, it's glossy. Scorpion exteriors are glossy.
EDIT:
---------------------
14k is really bad... but 40k?! I'm surprised HPL2 could even handle that. Scale that back a lot/ minimize/ optimize. That's a lot of geometry going to waste and it's irrelevant.
Animation and Rig questions -> crisosphinx@yahoo.com
3D Generalist. Notable work on FG Forums - The Great Work, Five Magics and Cowards Debt.
(This post was last modified: 12-13-2012, 10:09 PM by crisosphinx.)
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12-13-2012, 10:05 PM |
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CorinthianMerchant
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12-14-2012, 04:43 PM |
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crisosphinx
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RE: Modeling/Art non-related to Amnesia
Animation and Rig questions -> crisosphinx@yahoo.com
3D Generalist. Notable work on FG Forums - The Great Work, Five Magics and Cowards Debt.
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12-14-2012, 05:35 PM |
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