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Maestros Environment Art Thread

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WindchILL polycounter lvl 4
Here's the concept art for a plant im working on:
3zohTii.jpg

Here's what i got:
http://p3d.in/nmY8M
hQ0dzJZ.png

29pQuWt.jpg
BfVGArL.jpg
still need to make the spec/gloss map. This is part of a plant set, hence the uv space.

Any CnC to help make this look better would be appreciated. Note: this is for a fantasy RTS game so it's gonna be fairly small and seen from a topdown-ish view

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  • WindchILL
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    WindchILL polycounter lvl 4
    Here's the concept

    kjV0zFK.jpg

    Here's my progress:

    (in 3D): http://p3d.in/I5hnU/shadeless
    W4LyAMx.png
  • shrogg
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    shrogg polycounter lvl 12
    I have a few critiques for you, if you don't mind
    First one is where are the alpha maps dude! this will benefit so much by having them. Secondly, you should add a bit more A-Symmetry to the flower in your second post, Push some of those verts down and scale a few faces just slightly. Remember that nothing is perfectly symmetrical in nature.

    Other than those few issues, Your textures look pretty damn good and I love the use of colors.
    Keep it up!
  • WindchILL
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    WindchILL polycounter lvl 4
    @shrogg
    sorry! i also have alphas, spec/gloss attached to the first piece.

    nPzD6x5.jpg

    its coming off a lil bright so im gonna have to go back and tweak the spec/gloss later.

    as for the newer plant here's an update:
    http://p3d.in/I5hnU/shadeless

    pO2SNAm.png
    qb2YKeS.png

    lKC7Nox.jpg
    (again, space is left for other pieces)
    This is just diffuse only still. I tried to add contrast to the red "flesh" on the plant to give the illusion that its not on the same level as the rest of the body (ie. its protruding out).

    also dumb question but i wanna know: if i have a lot of uv islands that are gonna have an alpha applied to them, should i overlap the uv's in the areas where there's no texture, in order to maximize space? because even though each piece of geometry has been consolidated to the best of my ability, theres still blank space from the alphas. heres what i mean:

    G0C89kO.jpg
  • Snader
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    Snader polycounter lvl 15
    You, uh, don't have to sketch the wireframes in the concept art.
  • WindchILL
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    WindchILL polycounter lvl 4
    @snader hahaha i wasn't the one who made the concept art, but the wireframes still nice to see :)
  • WindchILL
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    WindchILL polycounter lvl 4
    okay, it would be greatly appreciated if i received input on how to polish the flora textures i've created in these composite maps, particularly the spec and gloss map. as a reminder, this is for an rts game so the perspective will be from a high angle.

    here's what i got so far:

    composite map (diffuse):
    KLOcXWn.jpg

    composite (spec):
    AZdnpUf.jpg

    composite (gloss):
    JnZrnYf.jpg

    composite (mask):
    QEoWsPB.jpg

    composite (norm):
    O9WLJ4m.jpg

    composite (emissive):
    T6zbZ5i.jpg

    composited some snapshots from p3d to make this preview (i'll post the in-game shots soon):
    A5nOB4e.jpg

    vase flower
    http://p3d.in/I5hnU

    funky flower
    http://p3d.in/nmY8M

    foliage flower
    http://p3d.in/cZ9Xn

    mushroom
    http://p3d.in/Nfjhb
  • LongJh
    Really cool! Those plants definitely got that fantasy vibe going on.

    I assume you're making these for a larger jungle/forest type environment? It would be cool to see like a whole garden of these, haha. Looking forward to seeing the finished product!
  • WindchILL
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    WindchILL polycounter lvl 4
    tweaking the texture maps so they look good ingame. almost there i think:

    byWJGxQ.png
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