Nice tetures you've madeis this a door to a bunker? if so, why are there hinges on all sides? One thing that stands out a little is that some parts look very realistic and some like a drawing, you might want to decide on a single style
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hi guys! i'm not sure this is the right section (if not, feel free to move it).
anyway, this will part of a project about a post-atomic map, which i want fully detailed. so, i started making details like bunkers, trying to be as accurate as possible. i made it all on my own: no already made textures and so on, and i must say i was very surprised when i saw what you can get with "poor" techniques!
it's not finished yet, but i'm looking for c&c!
cheers![]()
Nice tetures you've madeis this a door to a bunker? if so, why are there hinges on all sides? One thing that stands out a little is that some parts look very realistic and some like a drawing, you might want to decide on a single style
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regs tilt
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I would second tilt's comments but a great job as well !!![]()
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Even if I am correct, I would still advise you to follow your heart. This whole Cartographers Guild thing, it seems to me, is more about passion and skill and learning new techniques than it is about definitions and rules.
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I think those are brackets, not hinges.
It looks like you're attempting to imitate the image Stephan Morrell's hard surface texturing demo?
http://www.game-artist.net/forums/sp...-painting.html
It's looking pretty good so far, although the relief on the brushed steel texture seems very deep.
The texture on the brackets sometimes changes direction illogically. If each bracket is a single piece of metal, then the texture should match on each half. Also in the spots where a stripe crosses a rusty patch, the line should be broken up a bit, I think.
Bryan Ray, visual effects artist
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And watch your bevel shadows. Nothing ruins realism like rotated shadows. They just jump out to the eye as being out of place.
-Rob A>
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