Hi guys, just wondering if I could get a little advice on my hand painted textures for a sci fi scene I am working on. This is the first time I have tried doing this and I just wanted to get some feedback on what you guys think of them as a first attempt and what I could change? And possibly any techniques you guys have that would make these look better. FYI these are WIP.
Should I be going for a more photoreal look?
I carried on getting errors when uploading so put them on my google drive.
I can't speak for anyone else, but, I don't have permission to access the files you've put on Google drive.
But, have you seen the hand painted textures tutorial videos by Jamin Shoulet? I really recommend them as a good starting point to get started with the ideas behind hand painting.
What exactly is this being put towards? Because with textures like these, it's hard to judge them as a whole without understanding their overall purpose.
If this is going to have normals and all those other kind of maps, you probably shouldn't bake in lighting on them if you're going for realistic, you should leave that for your rendering engine to interpret how your maps will be lit.
Colors of these textures looks too much uniform and also geometry is too much angular - don't worry to add chamfer/bevel on the edges. I would like to see this in game engine with all the lights set up and post-pro, maybe then I can say more.
Right now I find it hard to make anything out of this. You say that you would want feedback on if you should do a more realistic approach or not. But that is hard to say without something to show how you want your end result to look like.
Either do some concepts, or make a mood-board. Because right now I see no "reason" for any of your textures as there is no end goal. Are you going to make an environment with lots of light? Is it going to be only hand-painted with painted light sources? Show us what you want the end result to be like, and then you can get proper feedback on your textures. Because right now all I can say about them is that they are nice, but photo realistic or not, hard to tell.
I really dont know how to give you feedback, give us something to critique. Are you going for realistic ?? show the level to us in-game engine. Give it lighting, set-it up, give us context. Other than that, I'd pretty much agree to what @Veezen said.
For handpainted, i'd say that looks pretty cool. You should, bevel those edges because they're far too sharp right now. Everything's a bit uniform and looks a bit the same, so if you could throw something in there to change it up that'd be awesome. Otherwise. good stuff, and I agree with everyone else, throw it in an engine and it'll look SWEET.
So far, things are looking pretty good do note that you have metal plates that seem to be hovering over others... it looks like you are relying on using a drop shadow layer style to create this effect. if you want to create a stronger sense of dimension, then you might want to push the bevels more.
What I always try to do with hard surface metal textures is hint the first ground layer of paint at the place where the paint comes off. Try to add a brownish color as a second layer of paint just around the peeling edges.
You can also use some more fine detail around the screws.
Also, try to be constant in your scale. The screws on the door are very big. This makes the scale off a bit.
Nice! I really like your edge wear, it's nicely detailed.
If you can afford it, I'd get more geometry in there. Some of your edges are a bit too sharp. I think some of your details and panels could probably be modelled rather than just shown in the textures.
It does depend on what sort of look you're after, but I hope this helps some how! I look forward to seeing more.
The good thing is that already you're thinking about modularity in your meshes, so that they can be re-used over and over. The textures look well put together if you ask me; but I need to see the material they create when put together, in order to comment more.
Put all of those pieces into a games engine such as Unity or Unreal. Assemble everything and light it. Then most of us here on Polycount can judge it more.
Replies
But, have you seen the hand painted textures tutorial videos by Jamin Shoulet? I really recommend them as a good starting point to get started with the ideas behind hand painting.
http://imgur.com/4U5VqGN,FBv8Ihz,QQvlguE,2g7Bafp
http://imgur.com/4U5VqGN
http://imgur.com/FBv8Ihz
http://imgur.com/QQvlguE
http://imgur.com/2g7Bafp
What exactly is this being put towards? Because with textures like these, it's hard to judge them as a whole without understanding their overall purpose.
They look pretty solid imo.
Embedded:
In the scene:
Either do some concepts, or make a mood-board. Because right now I see no "reason" for any of your textures as there is no end goal. Are you going to make an environment with lots of light? Is it going to be only hand-painted with painted light sources? Show us what you want the end result to be like, and then you can get proper feedback on your textures. Because right now all I can say about them is that they are nice, but photo realistic or not, hard to tell.
but overall, this is looking pretty good.
You can also use some more fine detail around the screws.
Also, try to be constant in your scale. The screws on the door are very big. This makes the scale off a bit.
If you can afford it, I'd get more geometry in there. Some of your edges are a bit too sharp. I think some of your details and panels could probably be modelled rather than just shown in the textures.
It does depend on what sort of look you're after, but I hope this helps some how! I look forward to seeing more.
Put all of those pieces into a games engine such as Unity or Unreal. Assemble everything and light it. Then most of us here on Polycount can judge it more.