Hey guys, this is my first WIP thread here on polycount =D My name is Kat and I'm an aspiring 3D environment artist that just graduated from art school.
I want to create a small scene with a stylized, hand-painted look to it. This is my first time attempting this style, so any critique and help is much appreciated!
Here's a quick concept that I created of what I'm going for:
and here are a couple textures that I started:
Wood:
Brick:
Replies
I'm working on the low poly environment now, still needs some optimization with the ground/hill - but here it is so far:
I'm absolutely loving that wood plank texture. Can't wait to see the textures on your environment.
Trying to decide where I want to go with the smaller assets and how detailed I want to go with them.
Did a few sketches of a lantern with different styles, I'm thinking of going with A or D. What do you guys think? :O
I also like how you exaggerated the edges adding to the haloween theme you have going.
Low poly looks great but as you cited it the hill can do some more optimization.Otherwise a great start and I'm looking forward to seeing the scene come to completion.
Heres a quick outline for the new brick shapes:
As for the lantern I like A as well but maybe add the swirly thing of D.
The wood is 1024x1024, should I shrink it to 512 as well? I was thinking that it'd be better bigger if I end up making a town with other wood houses in it too.
Also might try having the tree pattern be straight vertical instead of twisted (tree texture is just basic right now, will add more detail and better painting soon)
and I started unwrapping stuff to test textures in the scene (rendered in maya with physical sun and sky)
for some reason they look blurry. maybe i should try sharpening them?
and the tree:
I've taken them and literally moved the levels over a bit and added a vibrant layer. Nothing spectacular but you can see a huge difference. (Not to say that my examples are at all perfect)
Ok played with levels vibrance and sharpness for the textures:
Here's how they look in the scene in Maya (screenshot):