Hey guys,
I've just finished my first piece after a long pause. I was wondering if I could get some constructive critique on how I can make it better and what I should apply on future pieces. I want to learn and improve and have an updated portfolio. I appreciate any feedback you can give me. Thanks!
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I feel like you could push your texture further. Ie, have a fine dark line between reach stone. Right now you've got them at a mid-dark grey, which makes them appear fuzzy. By adding some darker sharp lines, you'll add more definition to your model through textures.
The hanging vines that are mapped to planes confuse me. I'm not quite sure what is going on there. (Maybe it's just the angle of the render you provided). Your foliage looks a bit flat. Some more lines to better define shadows on the bottom of the growth might help make it 'pop' a bit more.
Hopefully that helps! I'm looking forward to seeing more!
Another suggestion is to use a normal map to give some details that the light can play off. Lastly, your UV use is ok but you have a lot of waste in the bottom right hand corner. Try and maximise as much space as possible.
Overall its there, you just got to work a bit more love into the piece to make it sing. Maybe by include a bit of colour such as a red banner that gives some additional areas of interest. You've got some nice areas such as the hanging vines but you've went a bit OTT (over the top) is some areas.
Hopefully that is some constructive criticism that'll help you. But keep working at it.
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Looking at the arches, there looks to be a lot of focus on the areas in-between the rocks which look great. The bases and the edges of the rocks seem to be a bit bright compared to the rest of the texture. Also, I think adding in a few cracks would help a lot. Right now, there is moss growing all over the arches so the rocks are probably cracking somewhere. Adding that and a bit more discoloration to some of the rocks would push the arch much further.
I also can't tell if that's supposed to be a glass window or not?
If so, the glass color isn't really reading like glass at all.
I'd really try and bring out some stronger lighting highlights. It's desperately needed on the cracks to make them pop more.
Cheers.
Tobbo, so I should try graying out the gradient? Or make it more of the same color? I'll try working more on my highlights and the windows. I think I forgot to go back to them. Thanks!
So much to learn.
Basically my goal with this thread is to create about 5 models and hopefully improve as I practice. Its really hard to get straight back to things because of OT right now, but I'm working my best to try and get faster at making these so I can go back and improve my past models using what I've learned.
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I mainly focused on making this texture actually read as the material, and to practice my hand painted work.
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I am going to do a 3rd pass on this, to add some more surface detail to it, so it's not all flat color.
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Fifa Coins | Fut Coins
I've had to take a bit of a break from what I was doing to set up some wedding plans, but here's something I wanted to contribute to the KKG Gamers for Good group before they stop accepting entries. I just worked it up today. If you want to participate you totally should! It ends July 20th!
My goal with this was to learn how to paint in the lighting on things, which is why I didn't use tileable textures. I was trying to make things look lit without the actual lighting and such.
Metal Paneling! I had so much fun doing this texture, I'm going to do one more this week and then start on a new 3D project next week.
Here's another swatch! I think I've got a 3D project to work on after this one. Going to look at my schedule I made up for this year. I know it's kinda floraly, it's been suggested that I just use one type of tree leaf next time and make variations of that. I'm getting faster at making textures and I think my depth is getting better. Cheers!
Here is my current WIP. Going to get the model done and then paint up its texture!
The goal of this exercise was more handpainting. I only did a diffuse in the attempts to learn how to add value to the piece.
http://1.bp.blogspot.com/-ssgJNqXiEMg/VBogwryL_5I/AAAAAAAAAEA/-t-d8SueH48/s1600/Dagger1_D.jpg
Concept by firstkeeper. You can find more of her work at http://firstkeeper.deviantart.com/.
The last 3 are a huge improvement! I think a really good exercise you can do is finding a concept thats just line work, and trying to render the materials from what you've learned or gather some material refs. Try to avoid color picking and eyeball what you see in your refs.
This will help you learn color, materials, and value!
good work so far
*edit*
Don't use white as a background for a texture that doesn't have white in it. What you've done with the most recent weapon is a lot better. The reason is that when your assets go into a game and the texture gets mip-mapped, you can see a faint seam if there's a high contrast between the texture and the background. Padding or having a darkish background fixes it or at least makes it less obvious.
Pet peeve is when people make foliage and have a really bright background and no padding, leaving a bright halo around all the leaves
Here's my next weapon, my husband drew this up for me. It has the wood, metal and wrap elements of my previous projects. We'll see how I do.
Last 3 knocked it out the park.
Only crit would be that on the last 3, the materials in the concepts feel a little more fleshed out then your finals.Though your finals were amazing I would like to see what they would look like if you pushed the materials a lil bit more.(Im currently trying to learn to do the same thing myself)
Here's some good ref of what im talking about when I say push your materials:
http://blog.sina.com.cn/pugui2001
Keep um coming Steph!!!!
Here's my piece using just the sketch w/o color, like I mentioned still struggling with the materials of the sword metal. I think I did a lot better with my wood this time and I tried to push the wrap. Took a couple passes at this one trying to make it better then the last three.
I'll be messing with some Zbrush next, we'll see how that goes, might take a few iterations to get the hang of it xD
I made a quick little gif on how I present my UVs. It's a little easier to look at and understand how the flats were textured. I'd also suggest saving your images out as higher quality JPGs or PNGs so they're nice and crisp! I hope that helps!
Also, are you bleeding these textures by hand?