Hi everyone heres a look see into what I'm working on right now. Most of the things I'm attempting are things I'm doing for the first time. So I hope to look back at this and see my improvement as well as get advice.
I like the painted style and also that you used big grass blades instead of noisy small ones. I think what's missing is a bit specular and deph. To paint this, it's really hard. Maybe you should checkout rendered fur/feathers/grass and get some inspiration out of it.
I also like the bigger blades. I tried doing smaller blades as Simon pointed out, and it just looked noisy and distracting. Since this would, obviously, be a ground texture, you would want it to persuade the eye that it is the material it is set to be, but keep it from taking away from the environment. The ground textures should compliment, not be a show piece if that makes sense. Pretty awesome though. Cant wait to see your level come along in class
I think the wood texture should be just bit random to follow with how wood are textures are grounded in reality. I also concur with SimonT depth is missing in this texture work as well. Maybe add a cavity map as well to increase the overall detail.
A cyclops design I'm working on I'm still messing with it because I'm not sure what direction I'm going with this, originally she was supposed to be a valley girl type cyclops but it seems like its going a less comical direction .
I apologize for my late response thank you NEKOTIQ , Add3r and SimonT for the help and constructive criticism I will keep it in mind while I go further into the process of my level design.
Tileable bricks that are going to be potentially used on a number of buildings. I feel like they seem a bit generic and I was hoping for ways to make them feel more complete or different.
Looking good. Not a whole lot to say. Textures are neat, fun style. I was suprised how big they were scaled on the models. The depth fog is a bit much or it might be the combination of lighting and fog... keep it up. nice progress
Really like your crate! The p3d thingie looks awesome. Gotta try that myself. Your normal map could have been more strongly defined though, or maybe it just doesn't come off as strong in the shader provided.
Hey davidosterlind!
Thanks for the input I've been messing with the normals a bit, but I was worried it was beginning to look a bit to rubbery so I toned it down some. I'll continue to sharpen it up some though.
I'm working on doing a full out environment piece to add to my portfolio it started out with just being a small beach store scene, but I'm having a ton of fun with the textures. I'll post some screen caps soon.
Week 7 of working on this particular environment. I've gotten the post processing/LUT to a place I'm really liking, it was terribly desaturated before but after some tweaking in Photoshop I think it has more of that colorful reef feel.
I'm going to be adding some more props this week.
-row boat
-barrels/shelves for merchandise
-wooden sign
I like the textures and I'd like to see more of the layout. Is this supposed to be underwater? One of the key aspects of underwater scenes is that reds and other warm colors dissapear really fast because light can't travel as far through water. With the stylization you can make it less drastic but in order to make it believable you would still need to get your colors to fade to blues or cool colors the farther away they are
@ Shmaba
Thank you, I've been changing post processing constantly trying to get the right mood across, I appreciate the straight up resource, I'll be sure to make some adjustments. Thank you!
My senior Project class is required to make a game which we will pitch to actual Professionals, If they are interested we could get the whole game funded. A very interesting prospect indeed. Here is the main character "Lin" a clumsy little puppet who just wants to be a knight.
Replies
512X512
This is a wood Texture for some planks, I'm planning on adding nails towards the top.
A cyclops design I'm working on I'm still messing with it because I'm not sure what direction I'm going with this, originally she was supposed to be a valley girl type cyclops but it seems like its going a less comical direction .
Tileable wood texture I was working on today
seamless tree texture. 512X512. Any suggestions on how I could improve it?
Tileable bricks that are going to be potentially used on a number of buildings. I feel like they seem a bit generic and I was hoping for ways to make them feel more complete or different.
Tree bark texture
Rock Texture for terrain
Tree Leaf Alpha
Thanks for the input I've been messing with the normals a bit, but I was worried it was beginning to look a bit to rubbery so I toned it down some. I'll continue to sharpen it up some though.
I'm working on doing a full out environment piece to add to my portfolio it started out with just being a small beach store scene, but I'm having a ton of fun with the textures. I'll post some screen caps soon.
I'm going to be adding some more props this week.
-row boat
-barrels/shelves for merchandise
-wooden sign
Any crits/comments would be helpful.
This site can explain how things look underwater and some photography tricks used in underwater photos that you can also try to emulate in engine. http://www.uwphotographyguide.com/underwater-photography-lighting-fundamentals
Thank you, I've been changing post processing constantly trying to get the right mood across, I appreciate the straight up resource, I'll be sure to make some adjustments. Thank you!
My senior Project class is required to make a game which we will pitch to actual Professionals, If they are interested we could get the whole game funded. A very interesting prospect indeed. Here is the main character "Lin" a clumsy little puppet who just wants to be a knight.
My Website: www.royalsharkart.com
Gavin's Website: www.glenn-mcdowell.com
Texture/Concept by Me
Model by Gavin McDowell