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Heey guys first post here, always wanted to post a project. So sorry if I make any mistakes.
I'm currently working on an environment entirely from scratch, with handpainted textures and stuff.
I started with creating the barrels. The texture is quite plain, which I did since there need to be a lot of them in the scene.
Somewhere between creating the textures and assets I made a small sketch of the scene in Maya.
I figured the scene would be build out of four main textures, which I would edit to save time.
I wanted the walls to have a broken feeling so I set up a vertex painting material which switches between the plaster and the bricks.
Any feedback would be much appreciated
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Would love to see that room textured out.
The floor is too repetitive. You have a lot of space in your texture map to vary the layout of the stones. Search around for hand-painted floors on here and you should be able to find some examples of tiled floors with more variety. Looks great otherwise though!
So I did some of the wooden bars to give the scene more structure and did a cloth simulation for over the barrels, but I think I'll give a cleaner look soon.
@Beefaroni I tried to vary the texture map, but I couldn't really get it to work. It's indeed really repetitive. Espescially from above. Have to look into that again
@LSheridan Good tip, I also gave it a position offset to give it more the idea of dust.
I also think the lightning is quite of, so definitely gonna tweak the scene a bit
https://www.youtube.com/watch?v=rNgs2DcAsF4 Try looking here to see how he makes his wall.
But keep it up, I'm interested to see where this goes.
Also, for the cloth laying over the barrels, have you looked into Marvelous Designer?
Finished some small assets, inlcuding some fan art of AC3, Amnesia & GOT (couldn't help myself).
I looked into making the stone textures more variet and came to the conclusion that I have to paint a lot of new stuff in them. So thats probably gonna take some while. But I'll promise it's coming
The stone material also uses quite a bad blend mask, so that too I must update.
So far, everything is going quite well, while there's still a lot to be done.
Right now, the lighting doesn't make too much sense to me. I THINK (not a lighting expert) there would be a lot of light bouncing around the room with the strength of the light coming through the windows/on the table. It all seems to die off too quickly.
I also increased the room and added a lot of barrels. At last I added a directional light, because each light throught the holes was coming from a different spotlight.
Here's some new concept I came up with. One of the barrels is leaking wine, which turned out too look a lot like blood. So maybe I could take the scene in a more sinister setting ... What do you guys think?
I tried putting in the wine on the floor, but it just didn't seem to fit and so I got rid of it. Still wanna show you what it looked like.
I added in a new room with some stair, updated the postprocess, added in some fog and fake volumetric effects. Finally, I'm quite happy how it turned out. Let me know what you think of it.
I uploaded the screenshots again in the previous post
Quick critique: Watch your saturation.
Value creates interest, but so does saturation, and when everything hits a similar spectrum, your focal point is stifled a bit.
Maybe soften the blue from the exterior light, and on bounce, start to shift it to some purple hints so that it feels like the warmth from your interior, and the cools from the exterior are converging.
Keep it up!
-Jon