Hi Polycount,
I'm Sam, 15 years old, a young French CG Artist with a taste for video games. I made a couple of videos on YouTube about the process to create a Sci Fi Panel Floor, with nDo & Photoshop. I didn't used any reference, just my imagination...
Amazing work and skills for someone of your age :thumbup:.
Could it be possible if you could give us some renders of your sci-fi panel? Preferably inside of a game engine like UDK or CryEngine?
This would help us to spot problems or flaws in your texture more easier.
This is quite good
I think you have made a pretty good design, but if you want to push it further, it would really benefit from purpose. The grids/vents/whatever it is, is one of the few details that seems to have a purpose or meaning. If you make the holes in the grid actually holes (painting them dark or something) they would seem to be there for a reason. The same with some of the other stuff They look good, but seem to lack purpose, and would look much much stronger, if you give them one
I tihnk you are really heading the right way!
Whew ! Thanks for this message...
I totally (is it English ?) understand, some others artists already told me the same thing.
I'l' keep this feedback ans post new wips on Polycount
Hey Particle. This is pretty good for an early piece of work. I agree with Spoon regarding the functionality of certain aspects. Also I would look into creating a specular map too as this can really help define the materials you are trying to create.
Thanks
For the specular, I generated it, but I've just missed it on Marmoset...
Do you have any reference that I can use to improve my work (I Know polygoo.com, peperart.com, Lonewolf and PhilipK's website)
Thanks !
I would just Google some maps..check out some that have normal, spec and diffuse to see where and how they apply their colors...I would also look at emission/glow maps for these types of textures. A gloss map would be good as well...
I'll try to add realistics details using photo textures of thin scratches.
Maybe I should start another WIP using all tips you told me ? (Avoid useless details, make diffuse map less boring)
Hey that's really nice work for your age. Very promising.
Do you have a wacom tablet yet for doing your textures? If not i would highly recommend it so you're able to push your skills up to the next level. I get one for my nephew this christmas. He's 14 and also starts doing game art.
The only things I would say are:
-Use some real world reference (can be anything, from computers, to machines, to small things such as bolts), so that it looks more functional and less like a bunch of shapes put together.
-As mentioned before have a look at the other maps (spec/gloss), and have a go with those.
And maybe while you are at it, maybe make a small scene out of it.
Replies
Could it be possible if you could give us some renders of your sci-fi panel? Preferably inside of a game engine like UDK or CryEngine?
This would help us to spot problems or flaws in your texture more easier.
So far it looks very nice I must say
I'll post a render as soon as possible !
Just two quick renders on Marmoset Toolbag, with a thin compositing on Photoshop.
Feel free to comment
I think you have made a pretty good design, but if you want to push it further, it would really benefit from purpose. The grids/vents/whatever it is, is one of the few details that seems to have a purpose or meaning. If you make the holes in the grid actually holes (painting them dark or something) they would seem to be there for a reason. The same with some of the other stuff They look good, but seem to lack purpose, and would look much much stronger, if you give them one
I tihnk you are really heading the right way!
I totally (is it English ?) understand, some others artists already told me the same thing.
I'l' keep this feedback ans post new wips on Polycount
Keep it up!
Ed
For the specular, I generated it, but I've just missed it on Marmoset...
Do you have any reference that I can use to improve my work (I Know polygoo.com, peperart.com, Lonewolf and PhilipK's website)
Thanks !
Some good reference as well...
http://www.hourences.com/
http://www.philipk.net/tutorials.html
Matt -
@Matt :
Thanks for the links !
I'll try to add realistics details using photo textures of thin scratches.
Maybe I should start another WIP using all tips you told me ? (Avoid useless details, make diffuse map less boring)
Do you have a wacom tablet yet for doing your textures? If not i would highly recommend it so you're able to push your skills up to the next level. I get one for my nephew this christmas. He's 14 and also starts doing game art.
And, yeah I'm using a Wacom pen tablet, really cool to paint thin details
The only things I would say are:
-Use some real world reference (can be anything, from computers, to machines, to small things such as bolts), so that it looks more functional and less like a bunch of shapes put together.
-As mentioned before have a look at the other maps (spec/gloss), and have a go with those.
And maybe while you are at it, maybe make a small scene out of it.
And maybe a look at philipk's tutorials on texturing and modularity:
http://www.philipk.net/tutorials.html
http://www.philipk.net/tutorials/materials/metalmatte/metalmatte.html
http://www.philipk.net/tutorials/modular_sets/modular_sets.html