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3 Dimensional Chat / Stone Circle

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Bongadoo
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Posted: 10th Aug 2009 19:51
This is my first proper attempt at modelling and texturing. I'd welcome comments, I wanted to try to make a simple model with a sort of stylised look.



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Quik
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Posted: 10th Aug 2009 19:52
that is AWESOME^^ GREAT texture work there!


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Asteric
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Posted: 10th Aug 2009 19:52
Looks Nice man, maybe if you sharpen it up a bit and get a normal map on it

Azunaki
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Posted: 10th Aug 2009 20:12
hmm it says there is a normal map...

yea very nicely done.

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Asteric
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Posted: 10th Aug 2009 20:22
Yeah i just seen that, may i have a look? It still seems a bit blurry .

Bongadoo
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Posted: 10th Aug 2009 20:50 Edited at: 10th Aug 2009 20:50
Asteric, attached normal I'm using, 2mb sorry! I didn't even realise the file size until now I used the Nvidia plugin for Photoshop to generate. I actually reasonably liked it matte, but did a quick normal and liked the bottom stones being 'wet'/mossy looking. I actually doubled the Nor value in Blender as it wasn't standing out enough for me.

Here's view without the normal:



I purposefully wanted it to look a little washed out and overexaggerated highlights, I wanted to give it that sort of stylised look.

You think it could be enhanced with a different normal map, or method of generating it? I could make a massive poly model but that's too much overkill I think for a small model

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Alucard94
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Posted: 10th Aug 2009 20:57 Edited at: 10th Aug 2009 20:57
Great stuff.
Although it does look like someone threw up on it, not in a bad way, just the colors makes me think that since they're quite overdone in my opinion. I think it needs quite a sharpen and lower the saturation quite a bit, I sort of doubt that stone would look like that. The normal seems to do barely anything to the model which seems like a waste. Either make it control more of the model or just scrap it all together I would say.


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Asteric
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Posted: 10th Aug 2009 20:58
The normal looks fine for me, i agree the look you have got is great, the only problem is that the details and wear and tear do not seem sharp enough for them to stand out, maybe you could run the texture through a ps sharpen filter?

Bongadoo
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Posted: 10th Aug 2009 21:19
Alucard/Asteric, just sharpened up about 150% @ 2px, you're definately right I thought I'd got it how I wanted it with a color burn filter. Thanks for the fresh eyes, what do you think now?



I also gave it a small desaturation aswell, but personally I still prefer the full colour:



I agree I could probably do without the normal now. But I'll try messing with it see if I can get some more definition on the cracks etc..

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Asteric
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Posted: 10th Aug 2009 22:23
Full colour is better, what size map are you using?

Quik
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Posted: 10th Aug 2009 23:10 Edited at: 10th Aug 2009 23:10
1024x1024 i belive, read first post pic ^^


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Asteric
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Posted: 10th Aug 2009 23:19
My reading skills are very poor

1024x1024 should be fine, are you selling this model or is it free?

Simple because i could have a mess around with it.

Azunaki
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Posted: 10th Aug 2009 23:46
the pic looks like he is using it in a game.(i could be wrong though)

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Bongadoo
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Posted: 11th Aug 2009 10:09
Asteric, yes I'm hoping to make a pack of 'RPG element' low poly objects to sell, thanks for the offer though. Bit daunting as this is my first one, but hopefully I can stick to 1-2 per week.

The idea behind the style was so it could be used from an RPG isometric or RTS type angle, so reasonably far away, hence the big features. I still want it to look passable up close, but I'm not looking for photorealism, I might even reduce to 512.

Thanks for all the input, much appreciated.

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Asteric
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Posted: 11th Aug 2009 15:17
Ok in that case, it may be fins as it is, if you could show us a shot of where you were hoping it would be seen from in an RPG it would help show if anything does need a slight touch up or not.

Bongadoo
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Posted: 11th Aug 2009 19:52 Edited at: 11th Aug 2009 19:53
Height would be something like this, in my minds eye. There's a bit of anisotropic filtering (or maybe mipmapping, it tends to do when tilting though) on the back by Blender.



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Asteric
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Posted: 11th Aug 2009 20:15
I think that would be fine, seems just right, well done on the texture.

Bongadoo
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Posted: 11th Aug 2009 20:55
Thanks I'm moving onto something else now, hopefully have that up in a few days!

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