I've been finishing this environment bit by bit and it is time to show it to get feedback/crits.
I did this environment because I feel my portfolio is lacking of good looking/high detailed models. My main purpose is to show my modeling skills.
The lighting is done but I'm willing to modify it base on the feedback. The atmosphere I'm going to is a little surreal afternoon kinda close to dark souls anor londo level but a little desaturated. btw my main reference is the Reims Gothic Cathedral
No diffuse textures yet all of it are just AO and normal maps atm except the stained glasses. I'm planning to learn and use substance designer 4 to texture this.
Hey man try turning up your global illumination values in the time of day settings and get some accent lights in there. its all very dark and somewhat hard to see any of the details you have put in to the scene
I've been messing up with substance designer (still learning it) and created some tileable base textures(no decals, detail overlay yet). I haven't used photoshop all are created in substance designer.
Substance designer really improved my texturing workflow, though I feel the textures can still be improve but I'm running out of time so I might call this done for now.
Looks great! I love all of the figures. The jaggedness in some shots is a little overbearing, but great work all around still. Looking forward to some breakdowns, especially you're Substance textures. I've been meaning to try it out.
Thanks bro! Most of my substance are just material definition and some simple custom mask selection based from cavity maps and AO, nothing too complex.
Really great job, man, congragulations!I know it wasn't easy to make all these props and textures by yourself , the lightning and the overall atmosphere is really cool Keep it up!
Replies
very impressive man!
I also felt that the lighting is a bit dark.
I tweaked the lighting and color balance, added few more ambient lights plus fake sun shafts and lens flares.
Here's the updated shots:
love everything else !
It all looks spectacular, I'm curious to see how the statues were made.
I've been messing up with substance designer (still learning it) and created some tileable base textures(no decals, detail overlay yet). I haven't used photoshop all are created in substance designer.
shots:
Thanks for the comments/crits!
shots inside CE3
Breakdown and maybe a video will come later this week.
I hope you guys understand the message of this environment .
Thanks.
here's some breakdown:
Lighting step:
Modularity:
Some assets rendered in marmoset toolbag 2:
[ame=http://www.youtube.com/watch?v=bPFCCokbjkw]Cathedral of Sins[/ame]
Did you maintained a consistent texel ratio throughout your UV tiles?
I mean, does every object, even the modular ones, has it's own UV Map or the modular parts share some UV maps and have the same texel density.
I see no difference in the brick texture and that's why I'm asking.
Sorry if that's a noob Question. I'm really confused with Environment texturing.