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Texturing improvement

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joeriv polycounter lvl 7
Need to work on my texturing so I am doing a set of sci fi panels.
Based on a concept of massiveBlack, but doing my own thing for the textures.

Later on I will maybe put them together in UDK to get familiar with lighting and UDK, but for now just textures.

First in the set:
(don't mind the seam, gotta fix that)
floor4.png

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  • Blaisoid
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    Blaisoid polycounter lvl 7
    lighting made everything look flat so it's hard to tell the quality of specular map. diffuse map definitely looks solid.
  • joeriv
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    joeriv polycounter lvl 7
    Thanks for the comment:

    Guess I'll just keep it to 1 white omni to show them off, so updated shot:
    floor5.png

    Wanted to go for that matte worn paint feeling, but I start to get the feeling I maybe over did it, and that it could use some more in the spec map.
  • joeriv
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    joeriv polycounter lvl 7
    No offence taken man, I'd rather have someone tell me now that it is a disaster then making these mistakes later on when it really matters :)

    And thanks for the feedback, especially the mirroring thing, didn't come to my mind that I could offset one half to make it less obvious.
  • joeriv
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    joeriv polycounter lvl 7
    2 new pieces.

    Still have to apply perna's crits to these.
    (mainly because I am still fiddling with the glowy bits on the first part, and had to rework that one a bit to make the offset work because of the hole thingy's in the middle, and I'm jumping back and forth a bit between these 3).

    Just don't mind the seams yet, I prefer to do those at the end, in case I end up moving some layers around.

    Floor Variation:
    Mostly done, just have to clean and fix up some things here and there and clean up some stuff.
    floor6.png


    Ceiling:
    Very rough, but it isn't really working out as I had hoped, so I am very open for crits on this one.
    floor7.png
  • Wombatinahat
    The texture is not bad but you do have some pretty noticeable mirroring and tiling happening here. You should maybe look into offsetting some of the Tiling to help hide it.
  • nick2730
    also notice how when it tiles you have 4 sets of bolts in the same area
  • joeriv
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    joeriv polycounter lvl 7
    Started a prop to go with those panels.

    Based on a concept by Nate Castronovo
    http://natetheartist.blogspot.be/

    Very work in progress (black parts in the middle have no texture)
    Currently only diffuse, no spec and gloss yet.

    2200 tri's.

    screenpillarjoeriv.png

    Older screen from in UDK:
    http://img706.imageshack.us/img706/6897/pillarjoeri.png


    (didn't want so spam 6+ pictures of the finished panels, but if anyone for some reason (probably no one :p) would be interested in those, let me know)
  • DInusty
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    DInusty polycounter lvl 17
    throw em down. its ur own thread :)
  • biofrost
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    biofrost polycounter lvl 12
    I really like the color scheme you have going there, reminds me of portal.
  • mbischof
    the repetition in the panel might be a little too much. the props is looking hot tho!
  • joeriv
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    joeriv polycounter lvl 7
    Thanks for the comments ^-^

    Close to calling this done, gotta render out a proper AO and fix up some minor unfinished parts (such as the small red parts wich are supposed to glow).
    So maybe if anyone has some last minute critiques, shoot them my way.


    propjoeriv.png
  • Xoliul
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    Xoliul polycounter lvl 16
    Hey this is looking pretty good. I like the material definition.
    Also i can't really read that white sci-fi element thing at the bottom very well, almost seems detached from the model.
  • joeriv
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    joeriv polycounter lvl 7
    Thanks man,

    yes the white thing at the bottom is a moving hologram on top of the model, probably got a bit carried away by the fancy stuff you can do in UDK.

    might just leave it off since it was more a case off, I do it because I can, not because of it adding more "value" to the object.
  • ironbelly
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    ironbelly polycounter lvl 9
    It's a bit flat at the moment.. The hardest part of metal work is getting the specularity right.. Actually I'd say nailing metal spec is probably one of the hardest texturing challenges around. I'd go out and just fill yer boots with tutorials on the subject and just try and try and try again because it's gonna take a lot of trial and error to really nail it. Great start though
  • joeriv
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    joeriv polycounter lvl 7
    Thanks for the honest critique, (sort of the thing I was looking for, figure out wich are my worst sides in texturing so I can work on those)
  • joeriv
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    joeriv polycounter lvl 7
    Have to do a gun for school, so decided to do this one from a borderlands concept. (funny timing)
    http://www.creativeuncut.com/gallery-23/art/bl2-bandit-smg.jpg

    Had some time to start on the texture today, and thought I'd see if anyone has some remarks/feedback.
    And altough it's a borderlands concept, I am just going for a "normal/realistic" texture.

    (and don't mind the screen thing, was just testing, since I don't really know yet how to approach that sort of coloured glass/lense)

    joerivgun1.png

    joerivgun2.png
  • - Livewire -
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    - Livewire - polycounter lvl 9
    I like that you're going for a realistic approach and the vibrance in the textures looks awesome so far, looking forwards to seeing the finished result.
  • joeriv
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    joeriv polycounter lvl 7
    Thanks for the comment.

    After getting some feedback, I changed up some things.
    Still some things to fix (gotta rebake normals, but that's for tomorrow), and do the untextured parts but I'm slowly getting there I think.

    gunjoeriv1x.png
  • spectre1130
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    spectre1130 polycounter lvl 6
    Oh, I see you used that crazy shader that outlines objects. I forget what it's called right now but I know the material tree is stupid crazy looking. I like the work on the prop and panels. A good reference for breaking up your tiled textures in UDK is right here. Maybe you've seen it before, but if not, it shows the ins and outs breaking up your tiling in UDK several ways. This is for terrain, but should work just as well for you maybe???

    http://udn.epicgames.com/Three/TerrainAdvancedTextures.html
  • joeriv
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    joeriv polycounter lvl 7
    It's actually just PS, I have the outline stuff working in UDK, but haven't imported my gun into UDK yet, just wanted to test it out quickly (since I couldn't find a decently working outline shader for max).
    Probably not gonna do it in the end result.

    And thanks for the link, hadn't seen that one yet, I'll have a look at it, and keep it in mind when I do some tileable stuff again
  • Stromberg90
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    Stromberg90 polycounter lvl 11
    seriously nice work on that gun :)
    Makes me want to try as well :/
  • hamzaaa
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    hamzaaa polycounter lvl 11
    lol that gun texturing is amazing! Dunno where to improve, but I am still a lil beginner ^^
  • joeriv
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    joeriv polycounter lvl 7
    Thanks for the comments :)

    While waiting for new ram to arrive this weekend I started the high poly for the next thing.
    Choose something "real" since I really need to go and texture from reference more.

    Throwing it in here for some feedback, since there are probably a lot of people that know this weapon really well.

    (probably also edge widths, but for this one I am gonna tweak them while baking, really need to see the before/after for myself since I still have trouble with it, but if certain parts are really bad, let me know).


    joerivmp5hpwip1.png
  • Jet_Pilot
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    Jet_Pilot polycounter lvl 10
    I love the shark teeth on that gun, but the lines that look almost like gills, that intersect with the teeth, are really throwing me off. Almost to the point that i cant look at anything else because I can't figure out what it is.
  • joeriv
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    joeriv polycounter lvl 7
    I get your point, and it's probably more clear to me what they are since I made them. (and since I would have to explain it what it is, I didn't do a good job on it :p)

    I'll have a look at fixing those up for now, and now that you mention it maybe remove them and see how it looks, but that is gonna be for when I decide to get back to it/fix it up if I'm making my portfolio, since now I want to move on.
  • natetheartist
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    natetheartist polycounter lvl 9
    joeriv wrote: »
    Thanks for the comments ^-^

    Close to calling this done, gotta render out a proper AO and fix up some minor unfinished parts (such as the small red parts wich are supposed to glow).
    So maybe if anyone has some last minute critiques, shoot them my way.


    propjoeriv.png


    Hey man, I just had an industry friend from link me to this thread!

    That prop looks sweet.

    [edit] That prop looks *Really* sweet
    I really like the adaptation. Glad to see some appreciation for the concept too. :thumbup:

    You beat me to texturing. Haha, I got caught up with work projects after doing the high-poly and never finished it. It's nice to see a fully realized version. I'll keep an eye on the thread.
  • joeriv
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    joeriv polycounter lvl 7
    Thanks man, nice to hear from the maker of the concept that I didn't screw it up :p

    If you ever decide to finish yours, let me know (if you want), would be fun to see your vision/take on the completed/textured version.
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