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Tileable Texture

Twotents
polycounter lvl 4
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Twotents polycounter lvl 4
Greetings all.

It's been a while since I've last posted here and since the last time I posted I finally figured out how to bake maps properly with no cage errors or artifacts. It was an up hill struggle learning from tutorials and reading the awesome threads here but my puny human brain just couldn't get it. Until a liberal amount of alcohol was applied ><

So as part of my baking practice I decided to start of with something simple-ish, a tile-able texture. I used max for the base mesh, zbrush for sculpting, xnormal for baking, though I also used Maya for baking because well I don't like 3D studios render to texture and it doesn't like me, nDo2 for more maps and dDo along with a bit of photoshop jiggling. I rendered the maps into marmoset toolbag 1 and 2 and I hope you all enjoy the image, please feel free to critique away as it would be much appreciated.

Thanks!


vaNd23v.jpgdrghNDf.jpgyprD0Rm.jpg

Replies

  • Sebvhe
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    Sebvhe greentooth
    This is a good start :)
    But i'd say it really lacks variations, every brick has got the exact same color, this doesn't look very natural. You should darken and lighten some bricks and add different color variations too.
    On the other hand, I don't like the dDo look, but this is kinda personal. I think it looks kind of "procedural". Maybe you should start by texturing textures with photoshop and then if you're really familiar to it jump to dDo.
    dDo should only save you time if you know what you're doing.
    But anyway that's only me, I'm not really a dDo fan :poly124:

    Keep up the good work !
  • LMP
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    LMP polycounter lvl 13
    It looks alright, if not a little generic.
  • marcobar
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    marcobar polycounter lvl 4
    I agree with the previous posts - it could use a bit more variety. Maybe try fiddling with the normal map, make certain bricks 'pop' a bit more than others? You've also got a nice thing going where a couple of courses of stone are thinner than others. Maybe try playing that up a bit more for added variety?

    Also, for tileable stuff like this, there's always PhilipK's tutorials for reference. There's an excellent one on a brick wall with useful techniques.
  • Twotents
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    Twotents polycounter lvl 4
    Thanks guys, I really appreciate this feedback, as Seb said I should be doing my grunt work in photoshop and use dDo as a time saver.

    I'll be going back to this texture later today using only photoshop for the texturing part.
  • Snader
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    Snader polycounter lvl 15
    I'm not sure if it's the same texture in all pics? The first one looks nice but the other two are overly noisy. And you've got a bit of a vertical line visible. Not too bad, I've seen much worse 'tiling indicators', even on industry work. But still, the yellow area feels a bit denser more aligned than the other cracks. I think getting rid of the red crack would help a bunch:
    Twotents_tiledwall.jpg

    In addition to this I'd indeed add a bit of color variation, maybe a slight bit depth variation, but not too much. Then I'd make a second texture version (and perhaps even a third?) that has a bunch of damage in it. It shouldn't take very long, but a simple vertex-painted texture blend looks tonnes better than one medium-destroyed tiling image.
  • Twotents
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    Twotents polycounter lvl 4
    Heres an update from the crits you guys gave me :DoNMLu8P.jpg
  • Kyuzo
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    Kyuzo polycounter lvl 12
    hey, nice work, but i'd suggest you to make some filling between bricks, for now they looks like they just put one on another, without any cement connecting them
  • Twotents
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    Twotents polycounter lvl 4
    Yea Kyuzo, I thats what I was just saying to my wife about it, it needs grout or something.

    thanks for the feedback though :D
  • Sebvhe
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    Sebvhe greentooth
    This is much better already :)

    I agree with Kyuzo, by putting something between the bricks you will avoid all the black areas that you shouldn't have.
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