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Cryengine Celtic Altar/Tomb scene

The idea is to have a central stone altar, surrounded by standing stones and trees.

Current crappy concept art:

alter_scene_CA.jpg

Obviously not great, but I just wanted to get an idea of the spacing and shapes in the scene.



Anyway, I have a marmoset render of the central altar, and will be getting some Cryengine renders up soon, once its all imported and lit properly.

stone_alter_rendercomp_v004.jpg

Texture is a bit grey, so I'm looking to add a bit of life to it

stonealter_texcomp_v003.jpg

All crique very welcome : )

Replies

  • Un_dead
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    Un_dead polycounter lvl 11
    To add some life to the texture, put some moss in the corners, and on lower flat surfaces (lower is less likely to be used). That should do the trick :)
  • ParoXum
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    ParoXum polycounter lvl 9
    considering the very few texture colors you use you could make a better use of the uv space by stacking shells that are on opposed sides as you'll never see them at the same time.

    Also I don't know if it's a result of your unique unwrap or just blurry texturing but the texture is too blurry for the surface you're trying to depict here.
  • jan_u
    thanks for the comments : )

    @ParoXum: Yeah, after sitting down and looking at it again, the uving just isn't efficient enough for the size/detail of the prop. There's a little bit of stretching on the edges and it really makes the textures blurry.


    I think I'm probably just going to stack the shells and re-uv/bake/texture it, which will obviously take some time.


    In the meantime, here's a little standing stone I've been working on (again the uv's is a bit stretched, which creates a really obvious seam, which I'm going to address later)

    ringstone_comp_v001.jpg
  • futurepoly
    Hi Jan_u,

    I agree that you can either bring a lot more uniqueness to the texture or go the other route and make it extremely optimized. Here is a quick example of taking your texture and fitting in all the important details into a 256 texture with room to spare. I made sure not to shrink down any of the details so this would look really close to your final results but using 1/16th the texture size. Imagine the savings you would get in your scene if everything was optimized that much.

    I know it's an extreme example but I think it would be an interesting side by side test for you to try.

    OptimizedTexture.jpg
  • Fwap
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    Fwap polycounter lvl 13
    Those cracks down on the bottom are throwing me off a little, at the moment they look a little man made.
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