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Topic : "Low Poly Texturing" |
samdragon member
Member # Joined: 05 May 2000 Posts: 487 Location: Indianapolis
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Posted: Fri Oct 12, 2001 6:45 am |
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Congrats on the job! You'll get to share alot of ideas and techniques now that you're in the "biz"
good luck. |
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marc_taro member
Member # Joined: 27 Sep 2000 Posts: 128 Location: Boston
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Posted: Fri Oct 12, 2001 8:20 am |
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This looks pretty good so far...Someone mentioned the tiles on the floor, and ya that's a problem you should remove that seam.
My question is, did they give you a budget for this room? How much texture memory are you using here? It looks at first glance like you have a hellofa lot of high res textures....might be way over what you can really pull of in an actual game situation. This could be part of your test actually - If I were you I'd do a low memory version so you can show them how you'd handle it if you had real constraints.
Good luck!
mth |
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jason_watkins junior member
Member # Joined: 26 Aug 2000 Posts: 26 Location: Portland, OR, USA
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Posted: Tue Oct 23, 2001 4:15 am |
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Fantastic work. This is better than 90% of the stuff I saw when I was doing gamedev. Don't let yourself get bullshited on this: you can do first class work, and should start having the confidence that reflects it.
It's hard to find anything to nitpick, but I'll try, since that's what we all need
There isn't much variation in the saturation. This is an issue of my taste, I like more bland and varried imagry with strong points of interest.
Also, there's a lot of detail to all the surfaces. The wall texture is a good example: the emboss is great, but I feel it would be better if it was a touch more subtle.
Both of these points combine to a feeling of your eye not really knowing where to settle.
The poker table is awsome
Wood gets really interesting patterns where it is worn, especially table surfaces. Next time you're in an antique shop look at how the luminosity of the grain pattern changes in areas of different wear.
Part of this is a performance choice to go with a uniform tiling texture, but real floors arn't uniform edge to edge. You get areas that are worn, you get dirty buildup next to walls and in corners. All of those little flaws are suble clues to the viewer that say "this isn't real".
And finally, don't let texture alignment slip you by. DETAILS ARE EVERYTHING. If it was my call, I'd hire you based on this work, but I'd make a mental post-it note about followthrough on details. Failing to get details right is what absolutely f*(&s you when crunch time rolls around.
Great work. I wish I was anywhere near this good at texture creation. |
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