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Low Poly

Started by September 21, 2007 01:32 AM
10 comments, last by Karnot 17 years, 4 months ago
Took some pictures, modelled the objects and used the pics to texture. Definitely look better than my RTS models. This is for a seperate project though.

NBA2K, Madden, Maneater, Killing Floor, Sims

Sure, phototextures always look good, but they dont say much about your actual skill, either in modeling or texturing.
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Quote: Original post by Karnot
Sure, phototextures always look good, but they dont say much about your actual skill, either in modeling or texturing.


Maybe not, but IMO it's not easy to just take a photo and whack it on a model and make it look good. Everything needs to be aligned right, cropped and scaled right. In addition you also need to know how to photograph your subject so you can use it as a flat texture.

You cant just take a happysnap of someone, whack it on a quad and stick it in an FPS for eg.
Quote: Original post by instinKt
Maybe not, but IMO it's not easy to just take a photo and whack it on a model and make it look good.

Well in most cases photo-texturing is easy. Yes sometimes for complex models it requires hell of a work but sorry those are like boxy models you are showing.
Indeed, it doesn't say much about skill, and its easy, but its a good way to prototype. You did a good job.
-------------www.robg3d.com
Well just comparing to something like this, which is $129.00.

NBA2K, Madden, Maneater, Killing Floor, Sims

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phototexturing is actually better than hand painting for environment work in most cases (depending on your style of course)... that is if it is done right.
correct photo-sourcing takes a lot of effort, because you normally will take bits and pieces from multiple images, along with some handdrawn work to produce the texture. then, you will want to go through and takeout all lighting and shadowing that is contained in the image. this means all specular highlighting, all uneven brightness (that comes from the lighting in the image) and all shadowing (soft and defined).
then combine this with control maps and material maps like normal mapping to get all of that info to be realtime within the game.
not to be mean... but your work shows little effort taken, even more so on the modeling side of things.
that and there is only so far you can go with using planar uvw mapping, take a look at some uvw unwrap tutorials.
-------------------------Only a fool claims himself an expert
Quote: something like this, which is $129.00.

Price does not corellate directly with skill, as well. If someone can sell his/her works for 130$-a-piece - good for him ! That means he can convince people and strike profitable deals.

It may work for retail/home-use lone buyer, thats who sites like TurboSquid are for, but in gamedev industry - executive people tend to have a rather good idea what exactly are they paying for.
You know, bashing what this guy doesn't exactly help him any.

The current status is great for a start, but you can make them look better by getting your hands dirty with creating bump maps and specular maps for them.
laziness is the foundation of efficiency | www.AdrianWalker.info | Adventures in Game Production | @zer0wolf - Twitter
I would be hard-pressed to call any of the posts in this thread as "bashing".
Going down the art route means receiving lots and lots of critique. You'd need to understand the code to critique it, but you only need to have eyes to have a reason for appraising art.

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