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Forum Index - 3Dimensional - power line post - critiques wanted.

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+isaac
Moderator
isaac

3 years ago
This is going to be added to my portfolio and demo reel once added to the game level. Do you think it's good enough to help get me a job?
[Link to isaacg.net]


-Tyson
Senior Member
Tyson

3 years ago
Looks cool man, but it all looks a bit dark, it needs to be clearer as to what its made of. ie: make it very clear thats its made from wood on the wooden parts etc..

also, the normal map seems to be a bit superfluous, it could be sufficient to just use bump in this case. maybe showing this object in context would make more sense to the viewer.

+isaac
Moderator
isaac

3 years ago
You're absolutely right except for the normal map part, where i have no idea what the heck you're talking about. Why would i go from a render to texture generated normal map to a bump map? Besides the low activity in the normal maps, is there a real reason not to use it? I'd really like to hear it!

Not to keep you from answering, because i really would like one, Unrealed3 dosn't support bump maps so i have no choice. But still, why would +Tyson not use the normal map when it's either >= bump mapping?

+Steve Martin
Moderator
Steve Martin

3 years ago
I think he's just questioning whether the detail level of the powerline demands a normal map which can be quite resource intesive when maybe a bump map would do and would use up less system resources. Just out of interest, have you got a render of the model without the normal map applied?
[Link to www.3dprevis.com]

+isaac
Moderator
isaac

3 years ago
There's only a small difference when the normal map isn't there, but that fine detail is visible when close to the object.

-musashiroth
Member
musashiroth

3 years ago
If you are looking for employment in the game industry, you're in the right track, but I think you would need a bit more material. If your focus is level design I would make several objects like this, and a few buildings, and if you can make a full scene based on the objects and buildings that you have done, that would give you an edge.

Good luck on your job hunt!
MuS@shiROth


+isaac
Moderator
isaac

3 years ago
"a bit more material" means dirty up the object. I think i will.
And thanks for the support! It means a lot!

-musashiroth
Member
musashiroth

3 years ago
"a bit more material" By that I mean more models with this kind of technique applied to it.. I would concentrate, not on the whole model, but in the subtile diferences that change when the map is applied. Showing a side by side comparison of the model with the normal map appled.

For ex: the image below I found in google, but as you can see it has the normal map on one side, and the original model on the other, this lets the employer know how well you know and how far you can take this technique.

Hope that this helps out!

MuS@shiROth


+isaac
Moderator
isaac

3 years ago
I never thought of that... or told. I'll do it. thanks.

-Tyson
Senior Member
Tyson

3 years ago
Sorry if that seemed harsh or something.

I said the normal map seemed superfluous because I can't tell its there really.
It would be a more efficient use of your maps to leave it out or create a map that shows the subtle detail in the grain of the wood at the base of the pole or something. For an object that is just a small part of the overall game level and probably won't be seen up close maybe a more detailed diffuse map would be more efficient.
From a distance (and even up close to some degree) a photographic diffuse map of rivets and rust and wood grain etc would look more realistic.
Thats my opinion anyway. Take it or leave it...

+isaac
Moderator
isaac

3 years ago
I see. In short, it needs more 'bumpy'! Well i'm always for more 'bumpy.'

-Tyson
Senior Member
Tyson

3 years ago
If you want a job at a games company making models you should probably make your reel very focused, don't worry about designing levels in an engine just focus on building a varied selection of things, show your models with wireframes and maybe DX shading in the max viewport. If you want to be a texture artist then hand painted textures and unwrapping skills are probably high on their list. I got a job on a ps3 game and they gave me a 40 minute test at my interview, kindof simple but not.

I had to take a photo of a brick wall that was shot at an angle.
create what would be equivalent to 4 square meters worth of bricks in the game using a 512X512 resolution.
make it seemlessly tile.
then make a bump map from the same texture that was the same resolution but only a quarter of the amount of bricks. as in it could be tiled 4 times more than the colour map and still line up correctly. which would make the bump map higher resloution without taking up extra memory.

Maybe something showing a process like that would work well on your reel.

anyway. good luck in your job hunt.

+isaac
Moderator
isaac

3 years ago
Darn. I've been building a level.... But i will focus on props and plan on making 360 camera tracks of each while going from, wire frame, gray smooth, to fully textured.

-musashiroth
Member
musashiroth

3 years ago
yup! that's a good wat to go! transitions are always the best way to show your models in how they change and what's being appiled to it! ;D
MuS@shiROth


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