As part of a bigger environment I am currently working on a little well scene for my portfolio.
still need to work on the wooden parts of the well, the lower base material and the props. Currently rendered in Marmoset. For texturing I used a combination of sculpting and hand painting. Looking for critique.
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But the layout is weird.
I think you should vary the ground texture more, it looks like there's a bunch of trees and tall grass but no short grass anywhere.
It just feels like clutter rather than nature.
I also think the composition is a little boring. if the well must be in the center the other objects should build a flow around it.
The stone border at the base of the well I think you could cut down on the edge highlights a bit. Overall I think most of the textures could use some more hue variation within the values and as things shift in value. By which I mean some more cools in the shadows and more warms in the lights, as well as just some subtle color changes across the material (which you getting a bit on your rectangle stone tiles)
You could stand to increase your overall polycount a bit, sharp edges on the wood could get a bevel, you could cut in some geo to pop out some shingles for the silhouette etc. Especially if this is a portfolio piece spend the geo to make it look good. It's more important that it look good and every polygon serves a purpose than it is to hit arbitrary polycount numbers.
Compositionally though I agree with the others, you need to plan out the scene a bit better, try working with thirds and reduce the clutter around your well's silhouette since that's your hero prop. Lighting, fog and color breaks (major differences in hue/value between foreground and background elements) will help focus attention as well.
http://www.polycount.com/forum/showthread.php?t=131980.
I think your tutorial is really well done but clearly it is a modified copy of my friend's texture. I think you should give him a little credit. You are clearly a talented artist so I am guessing this is just an honest mistake. Nice work all around btw!
@slosh someone asked me if I can share how I textured this and I clearly used josh_lynch thread as a reference. Didn't mean to leave this unnoticed and apologize. Learned a lot from his progress and he definitely deserves credit for it! Whole principle applies to all the tiling textures though. Added his credit on the image http://i.imgur.com/nWoG6jn.jpg?1 also contacted him.
Really good feedback. I'll post an update in a few days I hope, just moved.
Money Shot:
inside
also made new trees for the background for practice.
I've seen other critiques on this already, but almost every image I see is hard to read. The well itself has too much going on for me. The modeled roofing with all of the vertical lines in the tiles is making it very hard to actually pick out the forms on the mesh, and just reads as messy over all.
Same thing with the hanging leaves on the well. The last 2 shots don't show this as much, but your previous one that shoes that bright blue light casting up underneath the roof...that area is so busy I can't focus on anything...the hard lines and breakup of shapes from all of the leaves is overwhelming. I think you could keep 1/2 of the leaves and still have the same effect...but a better read.
Same critique with the bushes, so many smaller forms intersecting that it gets muddy with detail.
You have some really solid stuff going on here, I think it would be great if you can get everything composed in a way that really makes your work shine
I actually really liked the first image you have, with the well seated in the mid ground with the rocks and trees behind it...still has the readability issues, but I thought it was a more interesting layout.