Every part of me tells me not to share my crappy work but since its my birthday I decided I would muster up the courage to share it. I started teaching myself 3d art in mid January this year, until then I really hadn't done any serious art--just occasional sketches. I've since been cramming down, trying to improve. I apologize for the quality and lack of content. I really wanted to have more to share but since I only recently made the decision to seriously pursue environment art over character art I don't have a lot of work to show. Most of my time has gone into learning the various programs and methods for creating textures--and 99% of the textures I created I ended up hating with passion.
I'm currently trying to get my texturing skills to a comfortable place before moving on. Here's a tiling brick texture I made using photoshop to clean up an image from cgtextures and the noise maker in zbrush to make the normal map. I slopped it on a blockout I did in maya--don't mind the unfinished crap.
Here's a WIP characters sculpt I started two weeks ago--a second attempt at my first ever sculpt. I've been working on her in my spare time. Very incomplete. (I'm still using the hair planes I created for my first sculpt 4 months ago, haha)
I would really appreciate critique and suggestions, especially in regards to the texture. I'll try to keep updating this thread with my work as a I progress.
Having just turned 21 I shall thoroughly enjoy a craft beer and The Last of Us, which I got as a present (I watched a play through a long time ago but have since really wanted to play it myself!).
Needless to say, thanks for all the help and inspiration, Polycount! I think I would have given up on 3d art quite quickly if it wasn't for this awesome community that is always willing to help a noob out.
Replies
I realized my first texture post wasn't very easy to critique , give how little information I actually included, hopefully this one will be easier. I whipped together a wood texture in photoshop and zbrush using an image I found on cgtextures. I was going for a rough, worn-down look, inspired by some of the dilapidated textures in The Last of Us. I figured that most of the actual wear and tear would be added through decals in order to avoid obvious tiling in the texture.
order: diffuse, normal, spec, gloss
This is my first time creating this many maps, I would really appreciate critique on them. I tried to imitate a few spec and gloss maps I found but to be perfectly honest, I have no freaking idea if I'm doing it correctly. Any pointers would be highly appreciated. I wanted the texture to be really rough and dull.
Marmoset toolbag view:
I'm gonna try to put together a scene in udk using some of these textures.
order: diffuse, normal, spec, gloss
The normal feels a bit shallow but I don't think I can do anything about that without rounding out the bricks. Any and all critique, suggestions, tips and what-have-you, are highly appreciated. Thanks!
@sargentcrunch, you are correct. I actually created a few tiling brick textures using Tate Mosesian's technique. The only reason I don't do it often is the time required. Cleaning up a photo and creating maps from it is so much easier with very little margin for error. Tate Mosesian is apparently a wizard who can bend the laws of polypainting so that his bricks can maintain perfect polypaint fidelity despite being decimated over 99% (which he doesn't explain at all in his tutorial). Because of this he can use the IMM method which is much faster and easier. Unfortunately, I can't . I can't stably have 40 million polys in my active view port so I have use the 2.5d method of dropping each brick on to the canvas. The only problem with this method is that is really time consuming and super difficult to get your bricks level--after you rotate each brick you have to drag it onto another one to make sure its relative distance from the grout. Obviously I could use the IMM method without polypaint fidelity and make the diffuse entirely in PS. That'll probably be what I do next. Thanks for the tip, definitely something I need to master!
Here's a tiling plaster wall texture I created. Critique would be highly appreciated, still not sure if I'm using my maps correctly.
order: diffuse, normal, spec, gloss
view in tool bag:
order (top to bottom): diffuse, normals, spec, gloss
view in toolbag:
Any feedback would be appreciated