Hey fellow polycounters,
I'm once again looking for some constructive criticism from this excellent community. This time it is for my first freelance works. I did most of these works very cheaply as I'm still fresh to freelance work. Every single person I have worked with so far has been exceptionally happy with my services.
However, as a growing artist I always feel the need to do better. So going forward I would like to know what I did wrong, what I could have done better, what looks good, what looks bad, and how I can provide better pieces in the future.
With that being said I will continue to update this thread as I continue to do freelance work. Please critique away. Any advice is also welcome.
Here is a pipe that was made for a sci-fi scene. It was rendered in marmoset toolbag 2 and was intended to be implemented in Unreal Engine 4.
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roughness
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The pipe's material definition is lackluster. It appears like it should be metal, but the albedo is too bright for a metal surface. In a PBR workflow, pure metals should be nearly black, if not completely black.
For the cable, your texture size and UV usage is pretty ridiculous. The vast majority of the texture is the same thing repeating, with no unique detail what-so-ever. You could probably do the same texture in a 128x or 256x texture, especially considering how insignificant a cable is in an actual environment.
I wish I could give more feedback, but there really isn't much here to comment on.
Quick question: what makes the cable sci-if?
I checked out your portfolio and it says you have experience in practically every major software program for making beautiful art for video games. Surely you have produced better quality assets than this. Show us your other work!
I'll immediately rework the albedo and try fitting the cable texture in a 128x or 256x texture and see how it turns out.
I also hope to do some bigger, and better props to really show off what I am capable of soon.
Here's an update. The pipe now uses one 512x512 primary texture, one 256x256 detail texture, and one 256x256 normal map. All of the textures are tilable textures. The different colors are changed through the material settings.
When considering the name of the thread I decided to remake the thread due to the fact that several months down the line it could become very misleading. So here is the new thread, and a render in Unreal of the retouched pipe. I also have some pretty exciting stuff coming up that I'll be posting soon in the new thread.
http://www.polycount.com/forum/showthread.php?t=138407
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this is a horrific abuse of texture space. you'd be way better off giving it two materials, one for the end at something like 256*256 res, and then another at 256*256 res for the cable itself, but tile it across the length of the cable.
You also have reflections in your albedo and cause of that - big as gradients in your roughness.. No light and no shadow in you albedo and random big ass gradients is generally pretty bad to go with. It's up to you if you like that gradient, it's just that it's based from your albedo (very bad) and just makes on end of what ever that texture is applied to more shinny in one end, with out any reason.
And like almighty_gir already pointed out, your textures are very wasteful. Tile your textures, that's how we can make things look detailed with limited memory.
I'll be posting the changes to this thread: http://www.polycount.com/forum/showthread.php?t=138407