Hi guys,
So I'm starting a project for my portfolio. I'm going to post my work here regularly for critique as I know you all give great constructive advice.
The nature of the piece is going to be a medieval town based in the hills. It will have a waterfall running through the center of the piece. The engine it will run in will be UDK and the final product will be a flythrough of the town showcasing textures, models and lighting.
I look forward to work with you all!
![:) :)](https://polycount.com/plugins/emojiextender/emoji/twitter/smile.png)
Ethan
Replies
https://www.youtube.com/watch?v=Mg34RVrbok8
Lets see how this will turn out!
A couple more sketches:
Ethan
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It is perfectly valid approach.
1. Go To cgtextures.
2. Find textures.
3. Make it tileable.
4. Slap it on prop with separate materials.
I can agree, that those photos need some processing, but there is really nothing wrong with using photos.
I'm now texturing all my props using photos, single tileable texture and multi materials. I avoid using unique textures like a plague. It is reserved only for things that clearly can't be done using tileables.
I will reserve my judgement, for it works or doesn't work, when I see complete scene. Single prop is meaningless. Final composition is key.
now to the critique, I feel like the crates and the fence and such are fine the way they are, the well on the other hand, could use some work. here is an instance where I would suggest sculpting brick instead of using a photobase simply because using a photobase, you will more than likely have a large and noticable seam at the top of the brick model, where as if you sculpt it, you would not.
next, your wood beams, using the photosourced texture is fine, but make it smaller, not too much otherwise it can become blurry, but it does need to be smaller. for the roof, I don't think planks really works best, maybe shingles would look better. also, it looks like you were going for damage/aging or something of the sort by making the roof partly cave in... you need to bring the center in as well, if its caved on both sides, then the center should be caved in as well, at least thats my opinion.
In general, since you are using UE4 for this, you should boost up your poly count, make the well and the bucket more cylindrical, right now they are very blocky. and remember to set up your smoothing... if your in max, that'd be smoothing groups and if your in maya that would be smoothing edge normals. (they work differently)
as far as the strength of the textures in general, iniside is right that you could use some processing of them, don't just slap em on to the mesh and call it a day, change them up, take different photos and merge them together and mess with the colors, whatever it takes, you just want it to look interesting and have a good feel to it, photosourcing can work.
Your tavern scene iniside was what inspired me to use this approach. This is my first time modelling for a game engine. I like the results I'm getting using photo textures. The only think that was just "slapped on" was the rock texture, the rest were manipulated.
This is not a completed prop and I appreciate all criticisms. I will give it a higher poly count and add some extra details that way.
At the moment I'm having issues with duplicating foliage inside Maya, (I'm working on Ivy) and using just one leaf image. The problem arises when I import into UE4 I get an error for overlapping UV's. Anyone know a good way around this?
Looking good though man! I like the style you're going for in your sketches
That is because all your UVs share single space. You need to create second channel, and make sure all UV islands have their own space.
IDK how to it in maya though.
I didn't think about it actually being shared spaces and not something else like another error causing it lol.
Any advice would be much appreciated.