Needs more specular for what your using it for Llama :D Highlights and shadows and specular is what really sells objects.
March 30th, 2012, 12:45 PM
Llama Juice
Re: Quick Crit thread 2012
I'll keep that in mind for the next one :P
March 30th, 2012, 02:15 PM
Nero
Re: Quick Crit thread 2012
And maybe make some normals? (You can try Crazybump, if you only have a diffuse and no high poly). :)
March 30th, 2012, 04:27 PM
Llama Juice
Re: Quick Crit thread 2012
I figured I wouldn't really need to bother with normals since they were going into a video. The shell is the only thing that's game res, and it's moving fast enough in the video that it doesn't really matter.
I was trying to get world reflections on it with mental ray shaders, but it was giving me a headache and I just gave up. Plus, then render times became bearable.
this is how it turned out in the video.
March 31st, 2012, 03:58 PM
PopeAK49
1 Attachment(s)
Re: Quick Crit thread 2012
I'm through the process of creating a pillar just so I can get a handle of the Asset creation process.
Here is a side by side of the low poly and high poly:
This is actually my second (third?) attempt and is certainly the best so far. Before I clean up the colt and move on, is there anything that I can improve that I didn't catch the first time through.
Also, the color is simply a placeholder. I'll probably change it later.