So I posted this piece a while ago, but I have since changed a few things so I figured rather than to try to resurrect the old thread I'd make a new one.
Anyways, this is the latest portfolio piece I've completed. I am currently trying to get really great at texturing, since I think I've more or less 'maxed out' my modelling skills at this stage (not to say I'm some insanely amazing modeller, but I'd like to emphasize texturing for now).
I've studied a lot of tutorial videos and have viewed tons of portfolios of great 3d artists trying to deconstruct their textures, but I've reached a point where I'm still never quite satisfied with textures when I finish.
I think this one is pretty good, but it is certainly missing a level of awesomeness that can be seen, for instance, here:
http://www.artbullyproductions.com/portfolio/vehicles/index.htm
So if anyone here really knows their shit when it comes to texturing, and can offer some advice as to how I can get to a really professional level of awesomeness, please let me have it!
Replies
I don't think the texturing on the truck is bad at all, for me it's lacking a bit contrast but that can be a personal thing.
Try and bring out the edges and cavities during texturing, generating a cavity map from the normal map/or bake one, can help with that.
Also keep the texture consistent, for the most part it's not too bad but like the dirt changes color drastically in some places.
Think about how the dirt and scratches will be applied in real life, the scratches/thin dirt on the wheels makes little sense to me,
[ame="http://www.youtube.com/watch?v=hncqbwkGbM4"]http://www.youtube.com/watch?v=hncqbwkGbM4[/ame]
@Stromberg90
Ya I think it does look a bit washed out due to lack of contract.
When you say bring out edges/cavities, how do you mean exactly? I try to generally add more dirt in recessed/concave areas and then scratches in protruding parts/edges. Or do you mean have a heavier AO pass?
As far as the dirt changing color i was picturing different types of grime/material getting caked on.. or is it better to have one colour/look for all the dirt for the sake of consistency?
@sipher3325
I have seen that video, he seems to generally go through the generic sort of steps of layering on texture information. What exactly about it helped you learn about defining materials?
Having color variation is a good thing, but the one at the door for example has quite a different color than the rest, which makes it stick out in a bad way.
There's an iPhone app/game called Blendoku, it helps you familiarize what colors fit next to which. It definitely trains your eye for subtlety.
Snafubar7 Yeah I've played around with a few things like that before, mostly this one: http://www.colormunki.com/game/huetest_kiosk
Shrike
Ithought car paint was supposed to be highly glossy? Though I guess it's a pretty dirty/used looking texture. Anyway here it is with less gloss and a better BG: