Hey guys - Heres my very first game asset created with Maya, Photoshop, nDo2 and rendered out with Marmoset. I know there's definitely lots that can be improved so please, don't hold back! Looking back at it I could probably have gotten rid of some more polys. Used an alpha map for the grate on the front but did not include the texture. Looking back at that Im assuming I should have just added it to the texture sheet? Anyway, please let me know what you think. I learned a ton doing this today!
Thanks!
Replies
I am trying to be brutally honest and helpful. I would keep at it and just take into account for your next model, sorry if it sounded rude I am trying to help since you asked to not hold back.
Sign up for this and watch the third tutorial and do a lot of their tutorials in general. https://www.3dmotive.com/f101201
Exactly what I was looking for. I'm here to learn so honesty is most important. Thank you! To clarify a few things...yes all the textures are photosourced. I took a couple different metal materials and used a grunge map on some of the textures to dirty things up. I looked at a couple tutorials and both of them used straight photosourced images for their assets. Is this not the way to do it? And yeah the normal map is generated straight from the texture. I modeled low poly and only low poly, there was no high poly to bake a normal map from.
I want to keep at this one so I will take your advice for sure. I noticed those tutorials you suggested require a subscription. Anything else that doesnt require a subscription? If not, Ill sign up but just checking.
Thanks!
Photosourcing is not necessarily a bad thing, but you need to be mindful of your high frequency details so things don't become too noisy. Those details can be nice, but apply them strategically to create rhythm and interest and give the eye places to rest on the asset. Also keep in mind that painting is still part of the process, so don't hesitate to knock back details with a brush or eraser. Photosourcing is a process that involves more than layering a few photos together.
Your normal map is making the noise worse since it's being processed all at once. Try building your normal map in layers. For example, white dots on a gray BG will create some nice defined shapes for the rivets when you run it through nDo. Then you can process your high frequency details separately and layer the two normal maps together.
Looks like you have the basics down, but need to keep practicing to make things more efficient and push the artistry.
Photosourcing isn't a bad thing, it can produce some very good results, you just have to do some tweaking to make it work. And I'd say its best to paint over the photo to create a heightmap to bake a normalmap from to get a better result. so you can properly accentuate the details you need, instead of just turning it grayscale and popping it into crazybump/xnormal and calling it a day.