HOME | DD
Published: 2012-03-21 07:43:45 +0000 UTC; Views: 1976; Favourites: 6; Downloads: 83
Redirect to original
Description
This is the fire hydrant from the deviation, "Mint Condition." You can see it in the gallery.Just submitting it here seperately to see it clearer.
UV mapping this was a challenge. Texturing it in bodypaint and photoshop was fun.
I'm really trying to get better at texturing.
The image looks best at it's native resolution.
Related content
Comments: 12
assassin-sylk [2012-03-24 14:13:42 +0000 UTC]
I love the rust detail in this, I just think it needs something extra? I mean, if this had been in an uncivilized world, it would take 50-100 years for it to be completely eroded like this, try adding in some pains, especially in between the crevices, where things wouldn't touch and there is less weather wear.
I love the model, and the texture, but for realism sake, this would have to be a severely old Fire Hydrant to look like that.
Sylk~
👍: 0 ⏩: 1
NeuronalOverload In reply to assassin-sylk [2012-03-24 21:22:46 +0000 UTC]
I have been thinking of ways to improve this, although, I've honestly seen hydrants that look alot like this on the street. It's not just the corrosion of the iron but the old paint mixed with the rust that gets that look. That's sort of the theory behind my texturing for this.
There are many ways that these things get corroded. Many are severely neglected. NYC definitely doesn't spend much time thinking about replacing them.
Glad you like it. Thanks alot for the meaningful input.
👍: 0 ⏩: 0
ArtchemistJB [2012-03-21 13:37:03 +0000 UTC]
Great work mate !
I like the details and the models looks clean and good.
The diffuse,specular and normal map are really good too.
Great job again
Keep up the great work !
👍: 0 ⏩: 1
NeuronalOverload In reply to ArtchemistJB [2012-03-23 20:40:09 +0000 UTC]
Glad you like it. It's actually a subd model with bump and displacement. I haven't textured normals yet. This was textured in bodypaint mostly. Aren't normals used when trying to transfer high definition details from say, zbrush?
Thanks alot for your support.
👍: 0 ⏩: 1
ArtchemistJB In reply to NeuronalOverload [2012-03-24 08:04:46 +0000 UTC]
Yep, normals are something like this. Although normals is like an other way to create bump or displacement.
they pretty much do the same but they used in different situations.
For example displacement gives more details and more 3D look at the details than bump or normal map.
however, normal maps create more realistic shadow effects than bump. (or lets say more dramatic).
So try using each one differently. In video games they mostly use normal maps.
In video production they use what is best for the scene and if the object is closer or farther away from the camera.
I hope I made it clear to you and not confuse you ^^
Have an nice and creative day and I if you ever want anything to ask me let me know
👍: 0 ⏩: 1
NeuronalOverload In reply to ArtchemistJB [2012-03-24 10:26:02 +0000 UTC]
well, I know what normals are and what the maps look like, etc... even in modeling it's important to know about normals. But I'm not sure how to make normal maps except for, as I said, with Zbrush. I've seen their effects and actually tryed rendering a with a few but I've never created the maps in anything but zbrush. I've been trying to find info on how to create them otherwise.
Thanks alot.
👍: 0 ⏩: 1
ArtchemistJB In reply to NeuronalOverload [2012-03-24 10:46:14 +0000 UTC]
There is a little program called "crazybump" that you put diffuse maps and with some options you can export normal map, specular and such. try it out. its pretty cool.
👍: 0 ⏩: 1
NeuronalOverload In reply to ArtchemistJB [2012-03-24 21:49:35 +0000 UTC]
hmmm. Crazy Bump sounds really cool! I'll have to check it out.
👍: 0 ⏩: 0
AshleySmash [2012-03-21 12:30:49 +0000 UTC]
good job!
I imagine it was annoying as hell to uv map XD
👍: 0 ⏩: 1
NeuronalOverload In reply to AshleySmash [2012-03-23 20:27:42 +0000 UTC]
thanks alot. It was pretty tedious to UV, but satisfying when it's over.
👍: 0 ⏩: 0

























