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Rokugan
polycounter lvl 7
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Rokugan polycounter lvl 7
Hello guys!

As a good pok

Replies

  • Obscura
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    Obscura grand marshal polycounter
    Hi.Using a tileable texture for the roof tiles would be better.Its less uv space and, and you could solve the size difference issue. You can use an another texture/uvspace for the 2 "side elements". It looks sweet to me though.

    *Edit - I would say the same for the wall textures.
  • AbKI
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    AbKI polycounter lvl 6
    So cute! *_*

    I agree with Obscura, a tileable texture would be a good exercise. Then you can do the edging separately, it would be good to get a few polys in there to stop it looking so flat. :)
  • Rokugan
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    Rokugan polycounter lvl 7
    Hey Obscura, thanks for the feed! I'll try to make a tileable roof texture in order to save some UV space!
    I'll also try to shrink that orange thing and the roof details.
    Something like this:

    54BIy.jpg

    @Abki: Thanks! I'm really not sure how to make it less flat, maybe extruding some stones? the polycount now is rather low sitting at 280 or something. I think overall i'll try to use only diffuse maps with no spec/normal
  • AbKI
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    AbKI polycounter lvl 6
    Sorry, that was a vague comment. :) What I meant was this:

    RWbaHR5.jpg

    Just because you've already made it and sometimes it's good to think about where you can re-use things. You could even scale it up a bit to make the polys more noticeable. :)

    However I know that Pokemon's art style is boxy and I can't find a photo of the newest Pokemon daycare centre so feel free to disregard. :)
  • Rokugan
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    Rokugan polycounter lvl 7
    Yeah you're right :) I might be using it even if it's not in the original art, i'm trying to stay close but not to match it 100%.

    My reference are these btw (I actually look them directly in-game)

    Same building:
    54G50.jpg

    Actual daycare:
    54G5O.jpg
  • Rokugan
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    Rokugan polycounter lvl 7
    painted a grass texture before going back to the building (I think I'll have to look up some things cause I'm not 100% sure)

    55cLW.jpg
  • Rokugan
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    Rokugan polycounter lvl 7
    I modified the textures and the model with the suggestions:

    New Diffuse:
    55t2q.jpg

    Tiling Roof texture:
    55t1T.jpg


    Model at current state (added the details on the roof):
    55t1A.jpg
  • silkroadgame
    Textures are good so far.
    I think the attics are a bit long for the whole house.
  • Twoflower
    hey man, i like where this is going so i did a quick paintover with some suggestions.

    X1TIIre.jpg

    Think the roof thingys with windows could need some downsizing.
    i think you have an even saturation on your house, so breaking it up abit would give it some more variation. So i desaturated the door aswell as played some with a gradient for the roofs saturation.

    The thing that i think this piece would improve most from is some inclusion of ambient occlusion like shadows to help seperate different materials and help the viewer get a feeling for which objekts are sticking out and which are going in.

    hope that makes any sense ^^

    played around some with some color adjustment layers aswell
  • Rokugan
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    Rokugan polycounter lvl 7
    Thanks for your feed guys! And thanks TwoFlower for taking your time to do a paintover!

    I tried to apply some suggestions but I'm pretty sure I will need to spend more time on it.
    55w5J.jpg

    Now basically I have an oversaturated roof. Desaturated the door and applied some color overlay and layer style here and there. As well as scaling down the attics.

    I added the fence and I plan on starting the water, I already made a try but it looks super bad.
  • Rokugan
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    Rokugan polycounter lvl 7
    looked around and can't find a way to hand paint good looking water, in the meantime i'll stick to unity basic water.

    55BdW.jpg
  • darkmag07
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    darkmag07 polycounter lvl 12
    Based on your reference, you need to rotate the attic windows to be perpendicular to the roof instead of parallel. Textures are looking great though!
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