This is absolutely beautiful. My only gripe with it is the fresnel effect you have on all of the brick surfaces. Even in the dark sections those pop out. If they were toned down a bit or matched the lighting a bit more I think the overall quality of your scene would get even better.
My favorite part is definitely the AC or Boiler thingamajig with the pipes and stuff and your texture work overall. Really sexy! (:
Wow, good job on this, I think it captures the art style very well. I agree with the comments about the blue edges on bricks, but apart from that it's top-notch!
About fresnel - i have to agree with you. I like fresnel a lot, but in small camera-angle it doesn't look good. On screenshot's that effect is also enhanced by sharpen.
Textures are nothing special (technically). I invested more in materials, than in the textures (otherwise to Dishonored).
There are so much noise on it finnaly, but i used flat-spec color, so in editor it's look OK for me.
I am definitely not the biggest fan of Dishonored's art style, or at least their texturing style. But I'd say I like yours way better than theirs, great job!
There're something near 3 materials. First base-mat wich is mainly used for all assets. Second material for blending parts like bricks, tiles etc. (it's just like a base-mat but little optimized and with vertex blending). An the last one material with alpha for glass, lightbulbs and anything like that. I used material based on cube map and someting like gloss map (or maybe reflection, because it's only work by AMOUNT of cube map, not sharpness/glossines). Specular textures are also used, but not everywhere, because sometimes works correctly even without it.
You can see how base-mat instance (radio asset) works here:
Metalness is connected with shitf_reduce, so when i change metallnes, it also have impact on:
- cube map amount
- color of diffuse by balancing flat color (metal shiftness color), and color from diffuse texture.
Shift_reduce have impact only on:
- global cube-map amount.
You know, it's something like SPEC INTENSITY in marmoset PBR. But with little toon stylization.
Sorry, but i cant post here my material, because in future i may create tutorial about it.
Replies
My favorite part is definitely the AC or Boiler thingamajig with the pipes and stuff and your texture work overall. Really sexy! (:
i had to do a double take on the machinery, thought it was drawn .
Real nailed it. also Dishonerd is ... comparing to dis
About fresnel - i have to agree with you. I like fresnel a lot, but in small camera-angle it doesn't look good. On screenshot's that effect is also enhanced by sharpen.
Textures are nothing special (technically). I invested more in materials, than in the textures (otherwise to Dishonored).
There are so much noise on it finnaly, but i used flat-spec color, so in editor it's look OK for me.
Can u describe it a little ?
The textures are great, tell us about the materials too!:poly142:
You can see how base-mat instance (radio asset) works here:
Metalness is connected with shitf_reduce, so when i change metallnes, it also have impact on:
- cube map amount
- color of diffuse by balancing flat color (metal shiftness color), and color from diffuse texture.
Shift_reduce have impact only on:
- global cube-map amount.
You know, it's something like SPEC INTENSITY in marmoset PBR. But with little toon stylization.
Sorry, but i cant post here my material, because in future i may create tutorial about it.
but please make it in English