Skip to main content
$12256 / $11500
About
Rules
Blog
FAQ
Style
Forum
Sofa-group 5
Sofa-group 5
Author:
sandsound
Sunday, June 15, 2014 - 10:24
Art Type:
3D Art
Tags:
sofa
low-poly
License(s):
CC-BY-SA 3.0
Collections:
Non-Commercial - Models
PCP assets
Favorites:
13
Share Icons:
Preview:
Another one of my low-poly furniture-packs.
File(s):
sofa_group_5.blend
2.4 Mb
[
465
download(s)]
sofa_5_skin_n.png
349.5 Kb
[
360
download(s)]
Log in
or
register
to post comments
Comments
These ones look better than your previous ones, but I wonder why you keep using this wood texture, it looks very unnatural, it does not look much like real wood.
@Duion
Thanks.
I havent been able to find a fitting wood texture that was better. I was going for a mahogany-like look, but it doesnt fit the used look of the leather.
The main problem is, it looks too clean. I just played around with it and I would make it like this
also added some specular and geometry. Gives a whole new impression.
Are you going to upload these changes?
There is not much real change, it is just a demonstration how you can change the visuals presentation by some little rendering changes and of course switch out the ugly texture to a bit better one. I also changed rendering in blender to GLSL and applied the textures, then activated some geometry and specular effect and placed a light, so you get nice ambience.
If you want to have the effect in a game engine you would need to generate additional normal and specular maps.
Thanks for the input, it looks great, but I'm not sure what you mean by geometry, are you talking about something like subdivision surface, and if so, doesn't that raise the poly-count?
Geometry from normal maps does not raise poly count, but you also have "geometry" slider in texture settings that fakes some similar effect.
Oh... I haven't heard it mentioned as geometry before, but there are many things that are new to me :-)
I haven't had much luck with norm/spec maps in Blender, I use them in my game-engine, but GLSL is a can of worms for me, I cant even get cullface to work, so it's something I'm used to do as a last step after I have exported to a format I can use in the game.
But still, it would be nice to see the end-result when I'm working in Blender, so I'll have a second look at it, and see if I can figure it out.
EDIT: I have uploaded the normal-map I use in my game, if anyone would like to play with it.
I just use blender game mode with GLSL so I can see the real time rendered version of my model with shaders and stuff. It always confuses me if I open others blender files and are confronted with some rendering setup I don't understand.