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  1. #11
    GLORY TO ARSTOTZKA rossmum's Avatar
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    Re: [GALLERY] Dane's Boudoir

    Dane, mate, there's this thing called jpeg compression; I really don't like having to try differentiate between it and the texturing work on the skin. Save your renders as high a quality as you can without ridiculous filesizes and go with higher res ones at that, because quite frankly my eyesight is bad enough as it is without having to strain them to see what's what.

    On the subject of the skin, and what I can see from it, a few things:

    If it's meant to have been out in the open, there's a lot more you can do than straight rust and grime. Warped, dented, or loose panels; bullet/shrapnel damage and cannonshell blowouts; shattered or crazed glass panels; perished rubber on the tires; very rough normals in the rusty areas; the list goes on, but those are some of the pretty major things. Of those the first I'd go for would be the rougher normals. Right now, the normals are certainly showing off the detail as far as the panels go but the rust and grime shares (or at least seems to, I can't tell at this res) the comparatively smooth and glossy appearance of the metal in all but colour and flat texture. Axe any shine at all on the rust and really roughen the normals up there so it genuinely looks rusty. Bring out the reds and browns a little more from the colour of the metal, too. A lot of games tend to show rust as a sort of washed-out subdued brown (like most materials these days, sigh) when more often than not it ranges from flaming orange to near-black all on the one object. Add cracks and crazing to a few of the windows (not all of them, it'd ruin the effect), and make the tires look partially perished and eaten away rather than just muddy and wet. The loose panels and shit may be going a bit too neglected, but it'd certainly enhance the feel of it.

    Feel free to utterly ignore any of that, just my take on it as a lover of all things derelict
    Last edited by rossmum; October 7th, 2008 at 07:54 PM.
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