Hey everybody,
I've decided to move my previous thread to a new one because I discovered I couldn't change the title of this thread to something more appropriate. I would like to keep the thread up to date and several months down the line the title could be very misleading. My apologies!
With that said I would like to get crits for my ongoing push into doing freelance work as a 3d artist. As a growing artist I always feel the need to do better and I know I need your help to accomplish that. So going forward I would like to know what I've done wrong, what I could do better, what looks good, what looks bad, and how I can continue to improve myself in the future.
Here is one of my previous props I posted on an old thread. The pipe consists of one 512x512 texture, one 256x256 detail texture, and one 256x256 normal map. They are all three tilable and the colors are changed via material.
This is also one of my first attempts at creating a pbr metal material. At first I had a lot of difficulty forming a proper metal material so I settled on going halfway on the metallic node. Later I discovered that was the incorrect way in going about getting a metal material, but I was still getting a very black material when going full metallic. As it turns out I was breaking some of the rules of pbr and once I aligned to the general rules of pbr I started getting some really nice effects. In the end I came up with this for my pipe.
Replies
UV's
Main Albedo
Detail
Normal
Also... what is this?
I also based my luminance off of some of the metal textures that come with the basic content in Unreal to make sure I was as in line as much as possible with Unreals PBR system while still getting some different detail effects.
Also this is a pipe that someone asked me to make from a reference. I had a lot of freedom with the materials, but not a whole lot on the design.
Luckily I have some much bigger and more interesting pieces that you guys might have a better time critiquing for their unique designs, UV's, and non-tiling textures. I will be putting some of these on the thread pretty soon.
So I'm doing a little personal project in my spare time to gauge the costs of different assets using a tier based system. For this one I'm making the Sydney Opera House.
It's pretty early in the blockout phase, but it's never too early to get some tips, crits, and advice for tackling challenges I'll most likely bump into down the road.
Here is my reference board, and my progress so far.
https://www.youtube.com/watch?v=KKQZN3eoKUo&feature=youtu.be
I will also be updating the opera house here soon.
I'm not real happy with how the grass turned out so I'm thinking of ways of fixing that as well.
Tell us what your vision for this was in depth and maybe we can help you out?
I'm not sure how you went about texturing the grass but it looks like its painted with a big radius brush in PS.
The parts that are covered with water have to have a flat normal. Also make sure to use pure white in the gloss map for the water covered areas to get some nice reflections.
The mix of yellow and brown isn't looking good IMO. It's usually better to use a solid color instead of having that much variation in mud textures. Or at least reduce the contrast between the two.
Add some more micro noise so the glossy parts don't look like plastic.
Can give you more feedback when you are done tweaking
And as said before, good first work there.
The key goals I had in mind while making this texture are as follows:
1) Get some significant depth to the mud (the tire tracks)
2) Get Large Details + Medium Detials + Small Details (Micro detail)
3) Get some good color balance to the texture (get good composition while staying accurate to references)
4) Make several layers to push the depth of the texture
- Grass leaf layer
- Slight imprints where water can reside
- Deep imprints where water would pool
Thanks again guys for the tips. I'll try to make some massive improvements on it for the next update.
I will post some of the textures tomorrow.
http://www.polycount.com/forum/showthread.php?t=140522
Wood texture
Carpet Texture
Dirty blacktop texture
Also if you guys see anything that might give me trouble in the future regarding the UV's or making the low poly any heads up's would be appreciated immensely.
reference:
Render:
Reference:
Render: