Heyo, thought it might be a good idea to actually post something that I'm working on to get some input from you guys.
I'm currently working on a scene which is intended for my portfolio (which I haven't updated in far too long). Anyway, here's the moodboard:
I've however focused 90% (so far) on the middle-bottom picture. I fell in love with it and wanted to make it, pretty much!
Here's my current progress:
Shooting for a hopefull mood and a little story for the one paying attention. Not much to feedback on right now but wanted to start posting right away.
Actually though, I'm wondering how you guys would deal with the plaster on the walls? I'm trying out decals (using UDK), but don't feel you can generalize plaster like that.
Would it be better to throw the entire wall into Zbrush and make the whole thing into a giant texture? Any other way?
Thanks
Replies
Also, thanks!
Still not that much to say I guess, just wanted to keep this updated.
I'm kind of rushing things right now. I've got a deadline by Friday (it's for school), so my plan is to get this in an atleast presentable order, pass, and then revisit pretty much all of it 'till I feel it's a worthy portfolio piece!
Enough of boring details, here goes:
It might look okay, but I'm not very happy with it. Pretty much all of the textures were shat out with cgtextures and ddo (first time using ddo aswell), so there's that. The lighting is pretty much fugged up aswell, see the pipe to the left for example. The foliage makes me want to vomit, all of the windows share the same texture, the tree looks silly, the door is way too clean etc.
I might post some proper self-feedback, but that will probably wait untill I have time to fix this thing. 'Cus I will go through it all till I'm happy with the results!
Anyway, any feedback is much appreciated!
The only things i would say is that your spec map on the walls and door look a bit strong and do not reflect the material type that you were aiming for
also the plants look a bit bent? if you get what im trying to say, also the material shader on them doesnt really do them justice....it looks like you tried to implement SSS, but the spec on the plants is off i feel they look more like plastic than real plants...but good effort overall i think it came out nice
The only things i would say is that your spec map on the walls and door look a bit strong and do not reflect the material type that you were aiming for
also the plants look a bit bent? if you get what im trying to say, also the material shader on them doesnt really do them justice....it looks like you tried to implement SSS, but the spec on the plants is off i feel they look more like plastic than real plants...but good effort overall i think it came out nice