I've been working on a school project for the past week and thought I would share it. We were given a great concept drawing by Simon Kopp of a Pub to model and texture in a week. I've been texturing for a little over a month now, so I'm starting to understand a little more how things work. For this project most of my textures I made from scratch by sculpting in Zbrush to get normal maps, then doing the rest in Photoshop. Everything in the scene is a little under 14,000 tris. I had fun with it, but I know it could use some room for improvement, so if anyone would like to give a critique I'll be more than happy to listen.
This scene was used for one of the monthly challenges recently; if you go through the thread you might pick up some useful stuff from looking at everyone's work.
The wood seems very uniform in colour over the entire scene; maybe if you broke this up with vertex blending between some grime textures it could help. The lighting probably isn't helping here either since it's very white and constant. In the concept you have warmer light plus the blue from the windows. The shadows and AO are also stronger behind the bar, under the tables etc. Maybe you could even make the tiles a little more pronounced too; the seem a tad flat at the moment.
The pipes are very straight in your scene too whereas in the concept it's a little bent and crooked.
Still, what you have is pretty damn good for a week of work. You've got all the main things; it's just smaller details that really help the concept you're missing. The posters on the wall are another example of this.
Yeah maybe you should start by setting a good lighting with nice colors and contrast ( usually the blue from the exterior and orange from interior works well ).
Then you are not forced to reproduce exactly the concept, use it more like an inspiration and try to do your own version with other refs. I say that because a concept is genrally not a finished idea, it only shows simple shapes and textures, almost no real detail, but you can do better than that.
Also, you said that you sculpted stuff on zbrush, but we almost don't see it. Maybe you could save some time by doing an handpainted scene without normal map, Blizzard style ?
And avoid putting large black lines on your textures ( between the planks, the floor, etc ), it's really ugly...
Replies
The wood seems very uniform in colour over the entire scene; maybe if you broke this up with vertex blending between some grime textures it could help. The lighting probably isn't helping here either since it's very white and constant. In the concept you have warmer light plus the blue from the windows. The shadows and AO are also stronger behind the bar, under the tables etc. Maybe you could even make the tiles a little more pronounced too; the seem a tad flat at the moment.
The pipes are very straight in your scene too whereas in the concept it's a little bent and crooked.
Still, what you have is pretty damn good for a week of work. You've got all the main things; it's just smaller details that really help the concept you're missing. The posters on the wall are another example of this.
Then you are not forced to reproduce exactly the concept, use it more like an inspiration and try to do your own version with other refs. I say that because a concept is genrally not a finished idea, it only shows simple shapes and textures, almost no real detail, but you can do better than that.
Also, you said that you sculpted stuff on zbrush, but we almost don't see it. Maybe you could save some time by doing an handpainted scene without normal map, Blizzard style ?
And avoid putting large black lines on your textures ( between the planks, the floor, etc ), it's really ugly...