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Sci-Fi Corridor

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JabacOrdof polycounter lvl 3
Hey all! This is a piece I already completed a few months ago, but I wanted to post it anyways because, well, feedback and critiques are always useful. It was for an assignment dealing with repeatable assets. There is a "clean" version and a more wrecked "grungy" version, and the only things I will say is that the grungy version is a bit obvious when it is tiled because of the crack in the screen, and the clean version has a ton of light from the emmisives when in UDK but that was more of an error in UDK rather than the emmissive maps themselves. Enjoy!
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Replies

  • Youngy798
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    Youngy798 polycounter lvl 4
    Everything looks very grainy, I think you should dial that effect back a bit.
  • JabacOrdof
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    JabacOrdof polycounter lvl 3
    I can see what you mean. I am still working on ways to improve the layout of my UVs when painting my textures. If I were more efficient with the UVs here, it would probably reduce the fuzziness and graininess on some of these objects. Thanks!
  • instg8r
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    instg8r polycounter lvl 8
    I think what Youngy798 is referring to more is the fact that your textures are very noisy...Lots of high frequency information (usually from overlaying a photo or adding basic noise via PS filters). Having a little noise with more subtle detail will make your textures much more interesting to look at. The eye needs places to rest when taking in all the information.

    On a side note, you could make the broken screen a decal and only place it on certain areas (flip it, etc.) and then have a basic "off" screen for the majority.

    Hope that helps!
  • skyline5gtr
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    skyline5gtr polycounter lvl 11
    There is also no feel of structure, the walls look like solid bends where in reality they would be separate pieces
  • JabacOrdof
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    JabacOrdof polycounter lvl 3
    Ah, I gotcha. I must have sharpened my metal texture too much, it did create a lot of that noise, so next time I paint a metal texture I'll be sure to make the noise much less evident.
    Also I shall be careful to pay attention to those sorts of structural consideration when angling my walls like I did here.

    Thanks for the help!
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