@Moose: omg awesome crit! Thanks! I will be looking into this stuff! I pushed the highlights in the wood when painting the door texture, let me know if they can pushed even more! I'm trying a new approach to the moss and making if much more subtle, let me know if you think its better route. I think if I can get some consistence in my wood color it would help a lot with things working together more? Maybe less contrast between the dark wood and the plaster? Planning as well to get some vines growing on the sides. Also Nitpicky is good.
@Selaznog: Yeah I know what you mean about the boards being in the texture. I really wanted to paint them in to create a sense of depth in my textures. But you are right they aren't working. So instead I think I'm going to repaint them with the boards on top instead of trying to make them looked like they are sunken in the plaster and make them the same color. If that doesn't work i may make them geo.
Updates :O
Just a small one. I want to ask a question really.
So I have been fighting the constant battle of finding some moss that works well. I have been playing around with a more subtle version. Instead of painting giant clumps, I make it less pronounced and much closer to the surface.
I was also thinking of creating some meshes I could throw a tiling moss texture on if I wanted to make some clumps in places such as in the corners of support beams or on the roof edges.
Any who just curious to hear your guys opinions. If not Ill just keep moving forward with this plan.
Btw the uvs for the door frame are straight, I promise. Unlit Maya
Also any thoughts about the door/metal would be appreciated.
I really like what you have going here, especially the roof tops and how you adding geometry to the edges. I think you should do that to the brick areas by adding a cube here and there. Anyway looks great, very nice textures.
Still working on this sucker. I have been hacking at the terrain. Here is a quick look at it in udk. Essentially, I have modeled the terrain by hand in maya and I am currently using a vertex paint shader in udk to get the transitions between the rock and dirt.
The trees are not mine, my friend was nice enough to let me use his as placeholders. I am trying to get a sense of what this might look like down road a bit.
I am taking the scale way back. Instead of making a city I am going to shoot for a small outpost or village. I have made the common mistake of trying to go to big. I also want to make sure I am putting quality over quantity.
Finished up the modular pieces for the houses. Now I just need to retexture everything. This is how I'm planning on using them in UDK. I have a couple bases and then addons plus the windows, doors, etc. Unlit Maya
Terrain wips, still need to get the rocks and cliff meshes in there. UDK
@letronrael: Thanks! As I said I modeled them in Maya.
@HughieDM: Yeah I agree, the terrain is still pretty wip, I'll will be sure to make it more interesting as well.
Still playing around with what I have so far. Please note that this is no where near completed, I'm just throwing things in the scene to see if stuff is working or not. This is no where near final.
Looks awesome Man! Really like the shapes you have going on, especially the chimney and the metal thingy that supports the wooden beams.
"Now I just need to retexture everything. "
why would you do that?
I think the textures looks really good. the only texture i think that need some work is the yellowish wall texture. could need some work to fit in better with the rest of the textures.
Other than that really cool scene and the 3rd screenshot is my favourite
Hey man this looks amazing, just some textures could need a little bit of attention.
The yellow all texture, I would say that you should decrease the contrast so that the dark spots does not stick out so much. They are readable too much from distance and makes it look kind of blurry.
And also the Sand does not seem to fit in at all in my opinion, I would say that you should go for grass instead. Consider also that you have pines, maybe it could be fir needles laying on the ground decomposing with a mix of grass.
Looks like it's going to be a really nice scene! But the chromatic aberration in that last screenshot is a bit OTT... Maybe tone it down a bit and tone the bloom down a tiny bit?
Texture wise, good suggestion on changing the sand to grass/pine needles, should tie together the trees and the rocks a bit more. The green moss you have on your dark plank texture stands out a bit at the moment, they are brighter than the background so look almost luminescent
yes an update. I have been reworking all the textures for the houses and such. Here is how they are currently looking. I also pushed the shape of the house a bit. The old ones were not feeling heavy enough for me. Hopefully the new meshes feel better.
dat is looking great man! Love your sillouettes and texturing.
Here's an idea if you don't mind me saying: I noticed you added a gradient on the plaster. Perhaps you could use vertex color from maya and do an overall colored gradient coming from the bottom of each house? That would add some fake shading to the walls, etc. I'm not saying to multiply like AO, but an overlay effect of purple/pink/blue/orabge would be a great add
Your shapes and textures are looking WAY better. Great job pushing them. I think they still could be pushed a little more. Right now, each material is fairly monochromatic... I think you should really try and paint in some other colors into each material to help give it more variety.
The tile roof is too red. Even tho the damage and moss look nice and break it up a bit, it is too red all over. try making some of the tiles more purple, more gray, more blue. or green. Adding in some gradients of color will really help it feel like a worn and real material while still retaining the hand painted and stylized look you're going for. Don't think of your roof as red. Or you walls as tan. Or your wood as brown, or your metal as gray. Try painting in some colors and then working them in and out. It's kind of a practice thing... but will tie your materials together better so it doesn't just read as red roof, brown wood, gray metal, tan walls... when you get color gradients across the different materials, it will start to feel more cohesive.
Also you could create some decals for the walls, with grime/cracks to float just above the walls and create a lot of interest and asymmetry.
It's looking great tho. Love your style and texture work! Keep going.
Here is a model from Darksiders 2, that kinda represents what I mean.
You can see that the overall look reads as stone, but if you look at the colors in the spec and diffuse, there are greens, purples, blues, yellows.
I know you may not be using a spec, but you can achieve a similar result by painting in some of these colors into your diffuse.
This kind of color variety can really add to you textures and make them look awesome.
Beautiful work so far toxic, specially your last shot of those houses, feels very beefy!
Although I agree with Jesse on adding some greens / blues / purples to the roof, I actually really love the saturation you have going so far. Those colours POP, and it'll create some very nice separation when there are 20 of those housing pieces all bunched up.
Great work so far, very very excited to see where this is heading
@Owl: Thanks, I'll see if I can get more color in there, I agree the colors are a bit monochromatic, the wood I feel is the worst offender. I'll Also get some decals for sure.
@JasonLavoie: Thanks dude! Means a lot coming from you. Big fan of your work and work ethic.
@kn0r: Yeah, I'm going for a Gryphon theme and I'm hoping to add elements that will tie the claws in as well as get more gold elements in there so it doesn't stand out as much. Thanks!
Updates
Made some pine trees and added some things to the house.
Special thanks to Bugo for showing me how to add vertex color to meshes. I did what he suggested to the trees, and planning on adding the gradient to the houses as well. Vertex color is awesome.
God damn. Some of the best tree bark I have seen in a hand painted environment I have seen. Giving Jessica Dinh a run for her money! lol jk, both of you guys are great in your respected work. Looks so sick man, please keep the updates rolling!
toxic_h2o, wow those last shots of the house on the white ground are looking awesome, saved to inspiration folder. I have a question and I'm too lazy to read the whole thread. Is this rendered in UDK or Crysis Engine?
WOW mind blown this is sooo beautiful and it pops the colors compliment each other so well i love how it looks like spec and normal is used but its not. I hope you win the contest
Replies
@Selaznog: Yeah I know what you mean about the boards being in the texture. I really wanted to paint them in to create a sense of depth in my textures. But you are right they aren't working. So instead I think I'm going to repaint them with the boards on top instead of trying to make them looked like they are sunken in the plaster and make them the same color. If that doesn't work i may make them geo.
Updates :O
Just a small one. I want to ask a question really.
So I have been fighting the constant battle of finding some moss that works well. I have been playing around with a more subtle version. Instead of painting giant clumps, I make it less pronounced and much closer to the surface.
I was also thinking of creating some meshes I could throw a tiling moss texture on if I wanted to make some clumps in places such as in the corners of support beams or on the roof edges.
Any who just curious to hear your guys opinions. If not Ill just keep moving forward with this plan.
Btw the uvs for the door frame are straight, I promise. Unlit Maya
Also any thoughts about the door/metal would be appreciated.
Thanks for looking!
@praetor187: Thank you!
@Matroskin: level-design.org? Thanks!
Update.
Still working on the house textures and meshes. At this point all textures are still wip. I also created another house out of the modular pieces.
Anywho it's late so I'm going to keep this update short. :poly142:
Udk
Maya Unlit
Thanks for looking!
Keep it up!
Still working on this sucker. I have been hacking at the terrain. Here is a quick look at it in udk. Essentially, I have modeled the terrain by hand in maya and I am currently using a vertex paint shader in udk to get the transitions between the rock and dirt.
The trees are not mine, my friend was nice enough to let me use his as placeholders. I am trying to get a sense of what this might look like down road a bit.
I am taking the scale way back. Instead of making a city I am going to shoot for a small outpost or village. I have made the common mistake of trying to go to big. I also want to make sure I am putting quality over quantity.
Finished up the modular pieces for the houses. Now I just need to retexture everything. This is how I'm planning on using them in UDK. I have a couple bases and then addons plus the windows, doors, etc. Unlit Maya
Terrain wips, still need to get the rocks and cliff meshes in there. UDK
Thanks for looking.
the cliff seem a bit round though you could put a bit more geo into the transition from rock to dirt to make them a bit more sharp.
@letronrael: Thanks! As I said I modeled them in Maya.
@HughieDM: Yeah I agree, the terrain is still pretty wip, I'll will be sure to make it more interesting as well.
Still playing around with what I have so far. Please note that this is no where near completed, I'm just throwing things in the scene to see if stuff is working or not. This is no where near final.
Thanks for looking.
"Now I just need to retexture everything. "
why would you do that?
I think the textures looks really good. the only texture i think that need some work is the yellowish wall texture. could need some work to fit in better with the rest of the textures.
Other than that really cool scene and the 3rd screenshot is my favourite
The yellow all texture, I would say that you should decrease the contrast so that the dark spots does not stick out so much. They are readable too much from distance and makes it look kind of blurry.
And also the Sand does not seem to fit in at all in my opinion, I would say that you should go for grass instead. Consider also that you have pines, maybe it could be fir needles laying on the ground decomposing with a mix of grass.
Texture wise, good suggestion on changing the sand to grass/pine needles, should tie together the trees and the rocks a bit more. The green moss you have on your dark plank texture stands out a bit at the moment, they are brighter than the background so look almost luminescent
Thanks for looking.
Here's an idea if you don't mind me saying: I noticed you added a gradient on the plaster. Perhaps you could use vertex color from maya and do an overall colored gradient coming from the bottom of each house? That would add some fake shading to the walls, etc. I'm not saying to multiply like AO, but an overlay effect of purple/pink/blue/orabge would be a great add
The tile roof is too red. Even tho the damage and moss look nice and break it up a bit, it is too red all over. try making some of the tiles more purple, more gray, more blue. or green. Adding in some gradients of color will really help it feel like a worn and real material while still retaining the hand painted and stylized look you're going for. Don't think of your roof as red. Or you walls as tan. Or your wood as brown, or your metal as gray. Try painting in some colors and then working them in and out. It's kind of a practice thing... but will tie your materials together better so it doesn't just read as red roof, brown wood, gray metal, tan walls... when you get color gradients across the different materials, it will start to feel more cohesive.
Also you could create some decals for the walls, with grime/cracks to float just above the walls and create a lot of interest and asymmetry.
It's looking great tho. Love your style and texture work! Keep going.
Here is a model from Darksiders 2, that kinda represents what I mean.
You can see that the overall look reads as stone, but if you look at the colors in the spec and diffuse, there are greens, purples, blues, yellows.
I know you may not be using a spec, but you can achieve a similar result by painting in some of these colors into your diffuse.
This kind of color variety can really add to you textures and make them look awesome.
Anyways, keep it up! Your stuff is looking great.
Although I agree with Jesse on adding some greens / blues / purples to the roof, I actually really love the saturation you have going so far. Those colours POP, and it'll create some very nice separation when there are 20 of those housing pieces all bunched up.
Great work so far, very very excited to see where this is heading
Not sure about the golden claw ornaments though, they feel a bit out of place compared to the normal metal parts.
*Subscribed*
@Bugo: You are awesome thanks again!
@Owl: Thanks, I'll see if I can get more color in there, I agree the colors are a bit monochromatic, the wood I feel is the worst offender. I'll Also get some decals for sure.
@JasonLavoie: Thanks dude! Means a lot coming from you. Big fan of your work and work ethic.
@kn0r: Yeah, I'm going for a Gryphon theme and I'm hoping to add elements that will tie the claws in as well as get more gold elements in there so it doesn't stand out as much. Thanks!
Updates
Made some pine trees and added some things to the house.
Special thanks to Bugo for showing me how to add vertex color to meshes. I did what he suggested to the trees, and planning on adding the gradient to the houses as well. Vertex color is awesome.
Thanks for looking.
You keep nailing these WoW 2.0 / Allods vibes!
Would love to see how you worked with the Vertex Blending etc, it looks really great!
Your tree looks amazing.
Thanks for looking!