nice! do textures use specular any normal maps? they seem to be reacting to the light in ways that diffuse-only textures can't. unless it's some illusion.
i gotta say that i'm not sure what's the wall supposed to be made of though. it's too red to be concrete, too contineous to be bricks and too smooth to be wood.
nice! do textures use specular any normal maps? they seem to be reacting to the light in ways that diffuse-only textures can't. unless it's some illusion.
i gotta say that i'm not sure what's the wall supposed to be made of though. it's too red to be concrete, too contineous to be bricks and too smooth to be wood.
Yeah, I've had my issues with that one.
It's supposed to be painted concrete. I've actually tried to make it more concrete-ish a bunch of times, but it only resulted in too much high frequency details. Nevertheless, I should give it another try .
I've got normals and speculars for most of the textures, e.g. thats the one for the concretewall:
Awesome style, and it's looking great so far. I too was confused about what material the wall was made out of. I thought it was wood at first, but the cracks didn't look right if it was wood. If it's supposed to be concrete, maybe you could show more indication of the material by giving it some additional "porous" surface detail that even smooth concrete has but in subtle amounts to avoid the noise issue.
Just out of curiosity, what did you use to make the normal maps?
Really nice stuff here. The texture work is pretty cool.
The environment could use a block out pass of just moving and putting things around. Keep it up!
Thanks for the feedback!, yeah you're right, I've just been doing prop after prop and threw it into the engine one after another, with no real "masterplan" in mind. But now that I already have a bunch of content I also feel that it's time for a more solid layout and composition.
Awesome style, and it's looking great so far. I too was confused about what material the wall was made out of. I thought it was wood at first, but the cracks didn't look right if it was wood. If it's supposed to be concrete, maybe you could show more indication of the material by giving it some additional "porous" surface detail that even smooth concrete has but in subtle amounts to avoid the noise issue.
Just out of curiosity, what did you use to make the normal maps?
For some I did a ZBrush sculpt, for some details I used NDo or Crazybump.
Seeming as everyone is melting over your textures I'm going to talk about your layout!
The way your roof is set out it will collaps. Don't get me wrong it looks good but does not make sense. You need a load bearing beam to run though the middle and then have supports holding that up.
This will add a lot more depth and detail. I know your not going for the real look but if you wereto play a game that had a floating house with no context behind it, it makes no sense no?
Like what you have so far. I agree with JoshVanZuylen some type of support for the roof will help the scene sell it a bit more. I'm guessing you'll be adding those in the block out. But as of right now its looking really good. Textures are really nice. It gives me a TF2 vibe to the scene. Keep it up.
Seeming as everyone is melting over your textures I'm going to talk about your layout!
The way your roof is set out it will collaps. Don't get me wrong it looks good but does not make sense. You need a load bearing beam to run though the middle and then have supports holding that up.
This will add a lot more depth and detail. I know your not going for the real look but if you wereto play a game that had a floating house with no context behind it, it makes no sense no?
Looks great though!
Damn, haven't thought of that haha. Will be fixed soon!
I should mention that the initial idea for the scene came from that concept art right here, but I might go in a slightly different direction with the scene:
Haha, material definition gone WRROONG! . Actually the red wood walls are supposed to be concrete. I guess that means back into Photoshop with that one!
Wow, that's an amazing art-style you have got going on. So clean and crisp. However, I also thought the red wall textures was supposed to be wood, if you made the mortar between the concrete slabs a bit more defined and also added some chipping to the paint I think that might help sell the concrete feel a bit better.
But other than that I absolutely love what you have going on. Looking forward to seeing this progress.
Thank you for all the positive feedback.
I got some new stuff to share with you guys. I tried and I am still trying to incorporate as much of your feedback as possible:
The portal room has now a more defined structure, and makes more sense. I also added some trusswork to support the ceiling, but I'm still working on that.
Just wanted to stop by and say that I'm still alive . It's quite busy atm in the office, so I've actually very little time to work on the scene right now, but still I'm trying to work on this.
So, new screenshot, with just some tiny changes and additions:
This looks fantastic mate. Your roof is looking so awesome now! You might have a few little tweaks to go. Eg the vertical beams look to small for the scale of the roof.
Perhaps one day you could do a tutorial on hand painting for the les experienced members?
And because this member is slightly jelly.
Replies
i gotta say that i'm not sure what's the wall supposed to be made of though. it's too red to be concrete, too contineous to be bricks and too smooth to be wood.
Yeah, I've had my issues with that one.
It's supposed to be painted concrete. I've actually tried to make it more concrete-ish a bunch of times, but it only resulted in too much high frequency details. Nevertheless, I should give it another try .
I've got normals and speculars for most of the textures, e.g. thats the one for the concretewall:
The environment could use a block out pass of just moving and putting things around. Keep it up!
Just out of curiosity, what did you use to make the normal maps?
Thanks for the feedback!, yeah you're right, I've just been doing prop after prop and threw it into the engine one after another, with no real "masterplan" in mind. But now that I already have a bunch of content I also feel that it's time for a more solid layout and composition.
For some I did a ZBrush sculpt, for some details I used NDo or Crazybump.
The way your roof is set out it will collaps. Don't get me wrong it looks good but does not make sense. You need a load bearing beam to run though the middle and then have supports holding that up.
This will add a lot more depth and detail. I know your not going for the real look but if you wereto play a game that had a floating house with no context behind it, it makes no sense no?
Looks great though!
Cheers,
Kevin
Damn, haven't thought of that haha. Will be fixed soon!
I should mention that the initial idea for the scene came from that concept art right here, but I might go in a slightly different direction with the scene:
The concept artist is Pascal Casolari.
But other than that I absolutely love what you have going on. Looking forward to seeing this progress.
For some reason I am thinking "Honey I shrunk The Kids"... I guess it's the crude lab in the attic look it has.
I got some new stuff to share with you guys. I tried and I am still trying to incorporate as much of your feedback as possible:
The portal room has now a more defined structure, and makes more sense. I also added some trusswork to support the ceiling, but I'm still working on that.
So, new screenshot, with just some tiny changes and additions:
Perhaps one day you could do a tutorial on hand painting for the les experienced members?
And because this member is slightly jelly.