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Submitted on
July 14, 2012
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7.9 MB
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5760×3054
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Sta.sh
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Old Luggage Final by Sickbert Old Luggage Final by Sickbert
Finally I've finished this.
You've maybe saw the high poly here: [link]

Comes around 9K Tris. (I know its quite too much)
Textures are big ones for showing purposes. (I really can't figure out how to make a sharp and good looking 512x512 texture yet)
I really need to learn to optimize stuff. :)

EDIT: Uploaded a new version with optimized lighting.
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:iconcougarjo:
CougarJo Featured By Owner Jul 20, 2013   Digital Artist
Really nice :) Weathering looks cool and realistic!
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:iconnervene:
nervene Featured By Owner Jul 14, 2012
It looks as though you are using full-illumination; there is no discernible light source and as a result it doesn't really look like it is normal mapped at all, which is a shame since the high poly models were quite nice. What kind of lighting setup are you using? To really show off normals it's best to have one dominant light, then one or two support/fill lights to keep the shadows from getting too dark and to accent edges. If you wash the whole model out with light then the normal map won't be contributing much if any detail. I feel like with a few lighting tweaks this could look substantially better and do that high poly you worked on more justice.
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:iconsickbert:
Sickbert Featured By Owner Jul 14, 2012  Hobbyist Digital Artist
Thanks for your feedback! I used Marmoset for rendering and and don't really know how a good lighting setup can be done in this program. I'll google for some tuts and experiment a bit and as soon as I fixed the lighting up, I'll post the result immediately! :)
I didn't really realize that the normal map details aren't pop out that much. Will take a closer look on this tomorrow! Thank you again. :)
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:iconbawarner:
Bawarner Featured By Owner Jul 18, 2012  Professional Digital Artist
Marmoset lighting is super easy, just make sure you have your specular turned on, I know many people will forget to click the checkbox under the materials tab and mess around with the intensity of specularity, this will make your normal map really pop, then go over to lighting and pick a preset, the "pavement" one has pretty nice results.
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:iconsickbert:
Sickbert Featured By Owner Jul 19, 2012  Hobbyist Digital Artist
Thanks a lot! This one is using the specular but I think its not the "pavement" preset. I'll try this and update the picture. Thanks again! :)
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:iconmaxperchunart:
Maxperchunart Featured By Owner Jul 14, 2012  Student Digital Artist
Awesome... awesome...
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:iconsickbert:
Sickbert Featured By Owner Jul 14, 2012  Hobbyist Digital Artist
Thanks a lot! :)
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:iconnobiax:
Nobiax Featured By Owner Jul 14, 2012
Great work!

512 ? For this 1024 is good but 512 will blur so many details. =/

Well, to keep a well sharped texture you can use some enhancement like I do:
(in photoshop)
- resizing down to 512 (quadratic or bicubic sharper)
- enhancement 0.2 x200 (+ 0.3 x50)
I do this when I resize to 1024 so for 512 the options should be not that high, make some test. ;)
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:iconsickbert:
Sickbert Featured By Owner Jul 14, 2012  Hobbyist Digital Artist
Thank you!
Hm...since those suitcases are seperate objects, 1024 for such a small prop seems a bit big too me. I tried to pack all in one texture but my uv optimizations skills are not the best so...
I'll try to optimize the textures a bit more and try out your hints about the resizing. Thank you a lot! :D
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:iconnobiax:
Nobiax Featured By Owner Jul 15, 2012
You're welcome :thumbsup:;)
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