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Author   Topic : "Some low-poly modelling+texturing..."
foreverlorn
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Joined: 23 Oct 2001
Posts: 1

PostPosted: Tue Oct 23, 2001 3:43 pm     Reply with quote
Beware i am a newbie lol...well anyways

this is a 200 polys - house i did for practice and reference. The basic textures used were chosen partially from public sites, i do not try to be credited for others work...as said i�m fairly new to this..actually this is my first texture-try.

i see many of the problems myself...still i would like to get some feedback as i am not objective i guess lol...

(the shots are not all taken from the same stage of progress...so they may vary..)






What i tried to do here is "age" the clean basic textures...and reduce seems by darkening down edges and similar. altho i tried to add the painting to the door on the roof, add scratches and other dirt...

plz gimme advice on what i need to improve most...


foreverlorn
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Anthony
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Joined: 13 Apr 2000
Posts: 1577
Location: Winter Park, FLA

PostPosted: Tue Oct 23, 2001 7:24 pm     Reply with quote
Hey there, good start. You need to think of the whole thing as a unit, and each texture should be shaded accordingly. Right now the darkest part is the roof! That's possible, but not likely. There are two ways to do the textures: Don't paint in lighting, and rely on the game engine, or paint in all the lighting and shadows for the environment. That way it's up to the engine to project the character shadows on the background. In the second case your environment won't be shaded by the engine at all, it'll all be your textures. Get some more color variation in the textures too. Keep it up!
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Cicinimo
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Joined: 03 Mar 2001
Posts: 705
Location: Seattle

PostPosted: Tue Oct 23, 2001 7:50 pm     Reply with quote
I don't have any experience 3-d modeling; but still, I was impressed with your attention to detail (considering how low the poly count is). Can't say much either way, but it looks good to me

Cicinimo
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shahar2k
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Joined: 01 Jun 2000
Posts: 867
Location: Oak Park CA USA

PostPosted: Wed Oct 24, 2001 9:20 pm     Reply with quote
these are nice textures, but there are some parts that bother me, namely wherever you used "smudge" to move the texture around (on the door, and under one of the windows) it just looks very fake, disrupts the texture, instead of using it on your background texture what you SHOULD do is create a dirt layer in photoshop, and smudge THAT over a clean texture, because that is how it would look in real life... oh and the grafitti on the door looks relatively good,

now to the part I actually know from experience(I suck at textures ), uhm that model of yours could be done in 162 polygons, maybe even a bit less, if I had spent some time optimizing... if you want, show me the mesh I'll tell you what you could improve
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galen
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Joined: 13 Nov 2000
Posts: 172
Location: a computer.

PostPosted: Wed Oct 24, 2001 10:50 pm     Reply with quote
Instead of using the smudge tool to weather the sides of the building, make a new layer and use a brush that falls off to transparent after awhile...

Good work otherwise though...

EDIT: Ugh, I just realized I said the same thing Shahar did...

[ October 24, 2001: Message edited by: galen ]
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bOx rOcket
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Joined: 22 Jun 2001
Posts: 51
Location: Salt Lake City

PostPosted: Thu Oct 25, 2001 9:11 am     Reply with quote
One other thing I think you should keep in mind to help with the realism of your images is the scal of the individual textures in relation to each other. For example in the first image, the door is a much higher resolution than the walls, and so is the gravel type texture on the roof of the door. In order to keep things looking consistent and like they are meant to go together, try to keep the scal of the textures is similar as possible so that you don't have really blurry textures next to very crisp ones. Keep it up.
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bOx rOcket
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Joined: 22 Jun 2001
Posts: 51
Location: Salt Lake City

PostPosted: Thu Oct 25, 2001 9:15 am     Reply with quote
Oh, one other thing I thought of is, consider the transitions from one texture to another. Fading the edge to black like you've done is one method but you still end up with a harsh edge. If you go back and look at the second image, the outer walls of the building are a painted brick type texture and the one on the walls of the entryway is a cement like texture. If that were a real building there would be some kind of transition at the corner where the brick meets that cement. Even if it meant something as simple as showing the edges of the brick as they round the corner inside the entryway, it would help it hold together better.
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StrangeFate
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Joined: 20 Feb 2000
Posts: 199

PostPosted: Thu Oct 25, 2001 1:28 pm     Reply with quote
fading to black is the worst transition you could ever do, if they don't tile properly you should work on that.

The smudged dripping dirt should be on a separate layer and not just covering the bricks ...there's a long way to go.

Don't use black to age the textures, use browns, oranges and the like. Actually, don't use black for anything.
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Superbug
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Joined: 12 Jul 2000
Posts: 544
Location: Canada

PostPosted: Thu Oct 25, 2001 7:59 pm     Reply with quote
Yeah woo hoo. I'm not very good at modeling or anything, but i really like just looking at textures on top of polys and how they match so nicely.

looks very gamey and cool. I like.
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