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Castle Texture

Markthenerd
polycounter lvl 4
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Markthenerd polycounter lvl 4
Hey there everyone. I am working on a stone floor for a castle. The material was along the lines of limestone. Any critiques or feedback would be awesome! The first image is just a render with the normal and AO thus far. The second is the texture tiled about 16 times. The last image is my reference.

screenshot002.png

screenshot001.png

BrickMedievalBlocks0095_1_M.jpg

Replies

  • KingKellogg
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    KingKellogg polycounter lvl 6
    Can you show it in a scene?
  • TheWalkerGod
    Your texture doesn't appear to capture any of the smaller details that are in the reference (the noise i guess you would call it). Limestone floors today are more polished (depending on the style) but back then I'd imagine they were a lot more rough.
  • Markthenerd
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    Markthenerd polycounter lvl 4
    Thank you TheWalkerGod for the feedback. I went ahead and added a bit more noise to it. I plan to edit it a bit more and vary up the distribution. Any problems anyone sees with the initial noise please do bring it up.

    To KingKellogg once I get a bit farther with this project I'll go ahead and post an image of it in a scene for further critiques.

    screenshot003.png
  • inkscape
    To be honest, It looks quite convincing enough for me to use. I'm no pro, but I would use this in any scenario it would fit. I'm not a person that looks at only one perspective of game art, but all art. Whether it draws me in as a fan or not, I like all types of art. I look at detail and something that'll say "this is real or enough to convince it is real or relating to a games' art/style". (Something to pull me from reality...) Throw in a few variations to environments, other than old moss onto rock materials. If I had dreams to create a game using this texture precisely or as close related, I would like to see variations to use in my game, dependent of the variation of the environment (snow or being washed out with a heavy rain storm or so). When you decide to give a final texture, give environment variations. Some may agree, some may disagree with me.
  • Makkon
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    Makkon polycounter
    Your high frequency detail is actually now too noisey. I liked what you had before. Your reference shows that the fine detail is smaller, and less extreme.
    If you're importing this into Unreal 4, overlay a detail normal map. Then you can adjust it, rotate it, tile it, it's more flexible that way. This way your texture maps don't have to be so large to support that kind of detail. This is a good workflow for large assets also, such as rock formations and cliffs.
  • DireWolf
    I think what you need is more edge wear, not the surface detail.
  • Markthenerd
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    Markthenerd polycounter lvl 4
    Thank you inkscape for the compliment and feedback!

    To Makkon thank you for the noise advice. I'll go ahead and bring it down and try out what you said in UE4.

    To Direwolf I see what you mean thank you for that. I'll try and rough it up some more on the edges and then bake again. I'll put up another update soon with the edits.
  • Markthenerd
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    Markthenerd polycounter lvl 4
    Hey there everyone. Here is an update on the texture. I've added some more edge wear and brought down the noise. I've yet to test it out in UE4 but plan to. I used DDO to get some of the initial colors and some of the noise as well. I added some variation and some dust in Photoshop. I am now at a point though where I am not sure what else to add haha. Any advice or feedback is always appreciated.

    screenshot010.png
  • Chase
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    Chase polycounter lvl 9
    This looks great man!I assume youre using pbr if youre exporting to ue4. Do you think you can do a quick run down on the texturing you did besides the ddo? My next scene is going tk be a castle armory so any tips you can give me will put me leaps ahead of where I might be normally :-D
  • Fwap
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    Fwap polycounter lvl 13
    Dude that came out so good!
  • Markthenerd
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    Markthenerd polycounter lvl 4
    Thank you guys! Hey Chase I hope this will help you out a bit. One thing I forgot to add is how I usually add color variation. I usually utilize the blend mode soft light and use an array of colors. After tweaking the opacity or colors in the soft light layer I will usually add one more normal layer on top to add more details and then repeat the process. Hope this helps some! If you want more specific questions just send me a message and I can do my best. Take what I said with a grain of salt as well haha. I'm still learning a lot of this as I go.I will probably do one more render of this piece from the critiques I've received and call it done.

    1.png
  • Markthenerd
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    Markthenerd polycounter lvl 4
    Final shot of texture. Think I'm going to call this one down and move on. Any final critiques or feedback would be appreciated.

    screenshot010.png
  • St4lis
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    St4lis polycounter lvl 7
    Your reference show a significant difference between the chipped surfaces and the flat ones: The chipped areas are rougher, darker and more saturated while the flatter areas are shiny. This distinction is lacking in your texture, and I think that adding it would improve it a lot. Still nice work though!
  • MephistonX
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    MephistonX polycounter lvl 9
    Not sure if this has been mentioned, but don't forget that bricks are all separate and have been placed by hand and rotated, so the noise, cracks, colouration etc... shouldn't be shared across bricks.

    This was more evident in your earlier version, but now it seems a lot better, but I just thought to mention it as something to have in your head when you make the next one.

    The last pic is definitely getting there - keep at it!
  • Markthenerd
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    Markthenerd polycounter lvl 4
    Thank you guys! I said I would move on but I got a lot more feedback haha. Here is it updated on a sphere.

    To St4lis thank you for that advice. I think I need to go back and seriously tweak my spec/gloss maps.

    To MephistonX thank you for mentioning that. I think when I was adding the color variation I sort of let it bleed into other areas so I will go back and edit it.

    1234.png
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