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Cryoroom Texturing Project

I'm retexturing this room that I modeled a year ago as part of a univeristy project I did. Most of the modeling work makes me cringe, but I think the scene lends itself to some good texture work.

I threw it through dDo and here's what I've come up with. Let me know what you guys think.

cryoroom_dDo_2.jpg
cryoroom_dDo_1.jpg
cryoroom_dDo_3.jpg

Replies

  • Strandy
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    Strandy polycounter lvl 3
    Yeah, dDo is the way to go if you want your entire scene to follow an art style you desire. Nice atmospheric look you got for this interior. This really can make the difference in how the game feels.
  • steppan
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    steppan polycounter lvl 12
    dDo tends to give off a very particularly look and feel where you can tell that it was used. I think it's a great tool to use to get a base texture done but maybe you can try to make the textures yourself (either from scratch or using these textures as a base and expanding from them), I think it would be interesting to compare the new textures with the ones done by dDo.
    Also, the lighting seems a little flat to me and I can't see where the main light source is coming from?
    I think with a little bit of love and polish this could turn into a very nice piece
  • Dippndots
    I agree dDo tends to produce a particular look. I've only just started using it in my personal work, to be honest; the majority of my portfolio work uses custom textures from photos and stuff, so this is kind of a dDo environment experiment.
    I was hoping to light the room with the glow of the individual tubes, but marmoset is somewhat limiting in that respect so I'm thinking I give it a shot in UDK?

    Do you think that would make a difference? Because right now, its just a bunch of area lights trying to mimic that lol.
  • steppan
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    steppan polycounter lvl 12
    Not so sure if you are still working on this or not, would be interesting to see where you got to with it?

    I do think putting it in UDK would be a good idea, and maybe use marmoset to show off individual assets.
    In UDK the lightmass would allow you to light the room solely from 'Glow' maps.
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