UPDATE!
Here are my final images for this particular project. Thanks to everyone for their feedback, it was greatly appreciated and I'm excited to start on my next project! (there are more final images on the last post)
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Hi everyone! After reading and watching so many other threads on Polycount, I decided it was finally time to post something myself!
I have recently been working on my hand painting skills, and putting them to use by making a stylized scene based in the swamp. I have a couple pieces completed for it so far, but still have a good bit of progress to make, and am looking for comments and critiques in order to make this a great addition to my portfolio.
Here is the concept I created and some reference images I have pulled together so far:
Following those concepts I started with the boat and dock for the scene, and have mostly finished those, as you can see below:
And their textures (diffuse only):
Here are some renders from Maya that show where I currently am (the ground, water, roof texture, fireplace, lighting and multiple other things are definitely still a WIP):
Next I will be working on creating another texture for the roof, as well as finishing up the model and texture for the fireplace.
One of the main issues I will be working with as I continue this project is to make sure I stay on track with the concept and am efficient with modeling and textures as well as trying to get the foliage to look nice, since it is one thing I haven't dealt with as much yet. Another hurdle will be to get the water looking good in engine (currently the plan is to work in either Unity or UDK), because I want it to be stylized as well.
Thanks for reading this far down and please let me hear any comments and critiques you have!
Replies
@BradMyers82: Thanks for your advice as well! I like your idea about the color of the lines, originally the idea was that the wood was "shaved" off or smoother on the edges, but seeing as it is in a swamp would probably not be white. And I will work on putting some more color in to the textures as well, one of the things I was worried about was all the wood looking too similar.
Add some yellows and greens like in those two reference images.
Earlier this week I also worked on exporting all my vegetation and other individual props out of Maya so that I can bring them in to UDK (or at least marmoset for now to get a render). I started playing around in UDK getting things kind of set up, but there's a lot I need to learn before I feel like I can just throw everything in there, and I have some tutorial video watching to do for sure.
That's all for now, I will get some more progress to show by the end of this week!
Comments and critiques?
Today I will most likely be working on a mixture of another texture for the shack roof, some trees, and adding what I have so far in to UDK.
One question I need to look in to more is that since my ground will be a fairly simple shape (no major cliffs, sharp edges), and not too large, is whether it would be better to import something from Maya, or use the terrain or landscape tool in UDK. Any suggestions?
Thanks for reading!:)
Other then that, i like the handpainted textures. Keep it going!
I like where it's going but I want to work on adding some more contrast to the light and dark areas, and work on making the individual pieces less obvious though an outline.
After a VERY quick render in Maya (excuse the quick little scale man), I think I need to work on the contrast in general, and since these are huge trees I don't want the texture to be noisy or anything. Note the tree texture and model are both still a WIP.
Any ideas on how to achieve a better look for the bark?
1. It should be scaled to an unrealistic scale, so you can read the form of the bark. If the point of hand-painted textures is stylization, there is no purpose in keeping a realistic scale.
2. the blotchy moss doesn't make sense. It either needs to follow what little lighting information you have already laid down, or it needs to cast its own shadow and sit clearly on top of the other bark. Its also a bit noisy.
3. Reduce noise, you could seriously, run the texture through paint daubs or noise>median. Something like that. It will put you in a much better place to paint in some of your own detail and get rid of the noisy look.
4. build up volume. I see you added a few little shadows but you need to just work on it some more and add highlights as well.
Also, the texture seems to read better on the model as well. (you can see the old texture on the tree farthest away):
As for the moss, I was thinking this might be best accomplished by doing some vertex painting and having a separate texture that I can use around the scene. I'll be working on this more tomorrow but wanted to show my update for today!
Later on today I'll be uploading some of the screenshots from UDK that I have, although I've been having some problems with baking the lights in to the scene; UDK crashes every time it gets done building...so I think I have some overlapping UVs that need to be taken care of. That's all for now!
You've got a great style going keep it up.
Will have the texture done today or tomorrow! And as I have yet to find a solution for why UDK keeps crashing on me when I build lighting in the scene (overlapping UVs somewhere that I cant find, Swarm says the job is finished without errors but UDK freezes and crashes before I can find the source of the problem UVs), I will be throwing everything in to Unity to finish it up, as I've spent enough time on this project it's about time to move on to a new one and work on some new things Hoping that a Christmas present to myself will be finishing this up this weekend.
Any comments and questions are welcome!
the mud feels a bit like a decal.. maybe a layer property of "multiply" or "overlay" could help. in the lower portion of the truck, dont be affraid to add some shadows and maybe as a very subtle warm color to the top portion of the truck...
if you are going for the hand painted look, keep your style consistent.
the tree bark is good, I feel that you could punch out the illusion of dimension by adding some contrast.
keep going
These were all rendered in Marmoset Toolbag.
Besides a few tweaks I could have made on the textures (the tires, the truck, water) I am coming to a close with this project. After some issues with trying to learn UDK, lightmaps and taking a couple unintended months longer than I maybe should have I think it's time to finish up what I started and move on to a new project. I also decided to add a "frame" to the scene to help it from seeming empty.
Please give any comments and critiques you have, I am definitely still looking for feedback and will hopefully get some other things edited in the next couple days. Thanks for everyone who has given feedback so far!
*edited to change final images
UDK can be a bit complex when first starting out and the control scheme is different from other programs, but have you thought about using Unity? I would recommend it. You could get everything in quickly with an fbx file, duplicate the trees to give more depth to the forest, and then just add some exponential fog really quick. Unity's control scheme is the same as Maya's is so if you know that then it is easy to maneuver around in there and their documentation is really good so if you google "unity lightmapping" you should find how to set it up and exactly what each setting does in a simple, straight-forward description.
I also want to say I checked out your website and love the style you have to your textures; they have a great feel to them!
I totally understand where you are coming from with feeling like you have spent way too much time on something and just feeling like you need to get it out there in some sort of presentable form. I did the exact same thing with the bike I was working on, which is why my shots for that also have a grey background lol. I had plans to build out a whole city street for it with some background stuff ... one day.
As far as the lightmapping issues, I'm sure if you post some shots and describe your workflow people here will be able to help you work past them. The problems I usually have with them are I forget to make a second UV set or the second UV set I have has overlapping UVs. I know in Unity I have to make them Static as well, but I can't remember if you have to do that in UDK also. I don't think you do.
Congratulations on the Mini-Golf win as well. I really liked your entry.
And my problem was most likely overlapping UVs, but that's good advice about adding screenshots to have people be able to see the problem as well.
Thanks for the words about the mini golf entry too!!! It was a lot of fun to make!