[wip] stylized environment
Hey folks,
first of all .. i'm not very experienced in environment art nor stylized/handpainted textures, that's why i'm hoping to get some good feedback from you guys so i can improve my scene here.
This is supposed to be more a environment like you have in those hack & slay games, that's why i decided to go for that camera angle and the illustrated style.
The whole vegetation is still missing and those textures/shaders are mostly just some blockouts.
Here is the current state

Replies
So work with colors and a bit more contrast to make the building pop from the background more.
For vegetation i would say a mix of healthy green and dying green (brown and crisp) but with more healthy than dying. Really make the scene pop at you!
I would personally give the wood a less dull look aswell, a little bit lighter would do the trick i reckon. I can't wait to see the finished scene!
first of all, thanks FullSynch, chrisradsby, Benjam, danpaz3d for your comments so far
added some bushes and grass. and worked on some of the textures and shaders. Now for the Environment Artists out there .. on what part should i work now, coz i just can't figure out, what this scene could need =/
i tried fixing that, but i couldn't work out how to make it sharper. i selected the smallest possible brush, but i still could only draw those huge 'blobs'. Can someone explain or post a link how i can achieve this in CE3
http://freesdk.crydev.net/display/SDKDOC2/Blend+Layer
http://freesdk.crydev.net/display/SDKDOC3/Dirt+Layer
Art wise I think your textures are really blurry. They look like they were made with really small texture sizes, while the composition and foliage is nice I would definitely suggest re-working them. 3D motive do some good hand painted texturing tutorials but they do cost
http://www.3dmotive.com/training/photoshop/hand-painted-weapon-texturing/?follow=true
Or just look around polycount for stylized threads and see how other people do them, Jessica Dinh has cool thread in the showcase gallery that's worth checking out.
http://www.polycount.com/forum/showthread.php?t=87797&page=21
Also you should post up texture sheets, UV's and wires, If we can see more it might help us give you better crit.
Hope this helps, Keep at it =D
i recently heard of an art test for this kind of environment. And one of the guidelines was to use a total resolution of only 1024x1024. Some of those assets have a 256x256 resolution (i.e. the ones in the image below) I thought this might be a good practice. Since i'm not doing this scence for the studio, should i stay with it or make the resolution bigger?
and the stumps was supposed to be a work place, a big place to work on.
this was also another thing of the art test. they wanted sculpted objects and crisp normal maps.. and that's exactly what i'm trying right now. I can post some normalmaps as well if it helps
and when people ask for flats / textures, post ALL present textures, including emission, diffuse, normal, ambient occlusion, etc.