Hey everyone. This past trimester I had to work on an environment, so to make my environment I decided to try and learn as much as I could about making low poly assets and texturing.
I initially wanted to have my environment in a game engine but I just didn't have the time to learn how to set up my shaders correctly especially with foliage. I rendered my scene out in vray to save time but my next project I want to take into a game engine.
The trees and grass plus the one flower was my first try at making foliage I still have lots to learn especially when it comes to texturing my assets.
I would love some critique and feed back on my scene so I can improve my next project.
Thanks for reading!
Also for the life of me I cannot figure out how to get rid of the white pixels from my vray render.
Replies
For the platform border, you might consider choosing a material that is closer to the rest of the environment. Faded wood similar to the house, or even a more natural stone might be a better fit.
The house doesn't seem to have a chimney.
The white windows in the front are a bit unusual.
reveren - Yea I knew grass was going to seem very uniform, I only made two variations. I had some trouble getting my alphas to work so it went the easy route for this project. Most of what I have been doing for this assignment is actually self taught from various youtube videos.
With my focus going to a game engine this crit is going to help a lot.
I think if I had taken the time to sculpt in zbrush and maybe use a bit of dDo I could have achieved the style I wanted, but for safety sake to ensure I got my assignment in on time I went with photo reference textures.
Love the lighting, if you want something closer to a game engine you can try with marmoset toolbag.
The biggest crit I have would be style consistency, as jStins mentioned with the difference in geometry vs. texture. Building on that - the difference in exterior woods really stands out to me; the "new" looking wood on the door and wainscotting compared to the old, aged wood making up the trim pieces. Likewise with the door crossbeams being shiny and newish versus the handle/doorknob looking somewhat tattered.
I think maybe some variation could be added to the roof geometry to make it match closer with the texture, mainly so that it shows on the edges and isn't so flat. Something like this perhaps:
Also, this is just personal preference, but I find that beadboard wainscoting to be very strange on the outside of the house...? I would almost say make it have a stone texture - perhaps something similar to the border, just smaller scale blocks.
I haven't decided on my next project as of yet but I think for now I am going to learn the max zbrush 3dcoat pipeline, making sure I focus on texturing and getting my assets to bake correctly.