Ok, it took me 20mins to model, 20mins to unwrap and 1hr to texture, didnt have a good image for the texture so some bits are missing and I made the rest up. It has a 512 x 512 diffuse, spec norm and emissive map and is 786 tris.
I know you didnt have sufficient reference when you modeled and textured this asset. But I will point out the flaws i have noticed for you to apply next time.
The box should have chamfered edges. You never walk around a next gen game and see a box on a wall, it always looks fluid with the surrounds. You shouldn't be able to recognize primitives in your final asset.
The buttons on the actually object are quite flat, and they are not all lights. They should have more detail in the diffuse not just block colour, even if there is going to be an emmisive map.
The buttons need to be welded to the asset properly.
There a small details that should have been described using a normal map and not hard modeling.
It looks as if you have tried to add a derelict feel to the asset but haven't been consistent. The main box looks dirty, but the buttons and little signs are sparkly clean.
The asset looks like it is made of wood, or something with a rough surface. When its actually made of metal. A specular map should have been used for this.
I've seen you do excellent work before, so I think you have been lazy with this particular asset. I would like you to redo the asset now you have appropriate reference images.
2 comments:
I know you didnt have sufficient reference when you modeled and textured this asset. But I will point out the flaws i have noticed for you to apply next time.
The box should have chamfered edges. You never walk around a next gen game and see a box on a wall, it always looks fluid with the surrounds. You shouldn't be able to recognize primitives in your final asset.
The buttons on the actually object are quite flat, and they are not all lights. They should have more detail in the diffuse not just block colour, even if there is going to be an emmisive map.
The buttons need to be welded to the asset properly.
There a small details that should have been described using a normal map and not hard modeling.
It looks as if you have tried to add a derelict feel to the asset but haven't been consistent. The main box looks dirty, but the buttons and little signs are sparkly clean.
The asset looks like it is made of wood, or something with a rough surface. When its actually made of metal. A specular map should have been used for this.
I've seen you do excellent work before, so I think you have been lazy with this particular asset. I would like you to redo the asset now you have appropriate reference images.
I know, I know, lol I rushed it and I was lazy, should of waited for good ref. Will redo :( .
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