This course will look in the fundamentals of modeling in Maya with an emphasis on creating good topology. It's aimed at people that have some modeling experience in Maya but are having trouble with
complex objects.
I made this cart as part of a collection of themed props to use in Second Life. The platform is limited to diffuse textures only, so all shading/highlighting must be baked onto the color texture. The cart is modeled in Maya, and textured entirely in Photoshop.Critiques on texturing/shading/model are encouraged and welcomed!
You might want to bake out a occlusion texture in maya to add a little depth
haha, is that your "go to" advice Dave?
how about trying a greenish patina and tarnished rather than rust. might look nice with some different greens there is a lot of red rust right now. textures look good tho, good scale/detail.
Yeah, I see where you both are coming from. It's 2:30 am for me, so I'll take another stab at the rust tomorrow morning and post some updates! Thanks both of you!
I've reworked the rust this time. I ended up working from a black base with blueish highlights rather than green. The green patina I'm mostly familiar with is with copper, and I'm pushing more towards iron with this. I may have misunderstood your direction though. I've also pulled back on the rust stains on the wood, and added a light blue tinged wash to the wood in the shadow areas, to try and differentiate the wood parts.
One last update before I move on to the rest of the environment. I've added a slight dirt pass over the model, thanks to a suggestion in another forum. This is the end result.
I'm feeling really good about this now, and ready to move on to the rest of the scene.
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