Official 3D art thread - Warband

正在查看此主题的用户

SacredStoneHead: That looks great the lines are really clean on the armour and the face look natural. My only opinion at the moment (which I'm sure you are working on anyway) is the wing texture/material as it is a bit plain in comparison to the body, also the lighting at the moment doesn't seem to show off the detail in the armour and increasing the Ambient Occlusion should add some shadows around creases and folds and small details.

Also hope you enjoy the borders at the moment.
 
Well thanks.

I concur the wings are really plain, even after a lot of tinkering it still doesn't show the normalmap, the glossiness nor the SSS in the way I wanted, but I'm done with this one for the time being.

Setting materials can be a very frustrating experience when every preview render takes at least 30 minutes of my day, and for such stuff that needs a lot of testing, loading/reloading of images it gets seriously out of hand  :sad:

Maybe I'll come back to it later when I upgrade my machine and I'm able to render stuff with more than 1.5 million polies, so not only I won't waste that amount of time rendering but also I'll be able to use sculpted pieces.

About the AO and everything else, a piece of mea culpa in form of advice too: I set up a lot of composition traps along the way, as this piece wasn't thought from the ground-up with lighting setup, posing and such. So yeah, don't do as I did, and much headaches won't be had!

Edit: Downloading the borders, will test it later.
 
Yeah that looks amazing really. I love it.
I was going to post something, but it's going to look totally **** now compared  :lol:
 
Thanks peepel, much appreciated.

Me doing some armors for Bonerlord will depend if they'll revamp the skeleton and poses, it's very frustrating doing anything when everything deforms so badly  D:

And Sherlock, stop with that **** and do post whatever you have  >:u
 
For school:
8ca6.jpg
 
For mein dear SSH,

Some humble Kar98ks here. They're quite low poly, which was my goal(Warband ftw), the textures aren't that good, overall it's a decent model but I quite like it as it was my first step into more complex 3D art. Critique and ways to improve my future gun models(Mosin Nagant) would be much appreciated but I'm done with this gun, I really spent too much time improving again and again.

rgJsliJ.jpg
cb5XDJD.jpg

ehaq00t.jpg
tJeKQEc.jpg
 
Well, I finally tried to get something in-game, but it doesn't look too good. (i.e., Warrider quality) Any ideas for how I might go about improving the texture? :smile:


rXLhv.png

I am pretty new to Photoshop, so most of those textures are from google images, except for the tiles in the walls, which are handpainted.
 
@The Dark Robin:

First step would be choosing something to model, there's no point in asking feedback over a random object with random textures plastered on it.
 
Jacobhinds: That helped! Thanks. :smile: It now looks a lot better.
rsKxh.png
The texture's still pretty bad though, just better than Warrider now. :lol:


SSH: I am trying to make a tunnel loosely based on Egyptian tombs of kings.

Edit: I have done a bit more work; now there are a few variations on the tunnel/interior to allow for more paths than a single dead end, and also a huge ****ty exterior.
kq0Cz.png
 
Not sure what the weird unfinished-bathroom-tile-lookin' thing is. It'd look far better if you added rows of heiroglyphs or something, or even just left it as stone.
The outside section is in dire need of a higher resolution, too. If you go to the select menu on openbrf, there's an option allowing you to change the texture coordinates, meaning you can tile it without changing the uv mapping.

And as al-mansur said, ambient occlusion is your friend. Your best friend. Although you might want to turn it dowb a bit via the "tools" menu, because you have an enclosed tunnel that's going to end up completely black.

Edit: had another look at it, and you could really save a ton of time by either using or editing the diffuse of a native texture, and then using the native materials for the stone. At the moment your texture looks pretty grainy and textureless, and i doubt you could get a decent normalmap out of that (buildings need normalmaps, no exceptions).
Try the stone_wall materials.
 
后退
顶部 底部