Hello hello,
I'm working on another small scene, this time of this small barracks:
My current progress:
It's split into two texture sheets:
-one for the furniture
-one for the items
Obviously still in the process of painting values, just started doing the shield.
I see some problems with the AO on the chairs and I'm planning on extending the ground plane down a little bit to make it look more solid.
Other critique is always welcome
Replies
btw nice modeling!
@qwedeath I hope I don't disappoint
Thanks Odow o>
I have lots of time at uni to work on more interesting stuff now because of finals.
Jokes aside, this is looking great so far. Looking forward to the result.
Keep up the good work.
Thanks everyone.
Here's how the shield is looking right now.
Sitting in the scene:
Thanks for the crit.
You're right, it seems I forgot to place nails in the chairs and table...gotta add those.
I'll also change the variation in the arch of the legs. It looks like the two closest to us aren't as curved as the others.
I've added the border around the edge of the ground, nails to the chairs and table, changed up the chair legs, and finished up almost all the items. Just have the belt wrapped around the bed post left to do, along with adding the numbers to the cards.
I'll be able to start adding colour very soon
Nice.
Desmond.
I didn't want them as spaced apart as they are in the concept, but you're right. I'll try rounding off the edges much more than they are now. My ground's a bit too dark right now as well.
Here is how the colours are looking so far. Still haven't added the numbers to the cards yet and the potions are looking too desaturated inside the bottles
[EDIT]: sorry Desmond, I forgot to say, it's all completely flat lit, no lighting.
Good job, waiting for the future updates!
@qwedeath
I think I understand what you mean by upping the contrast, but just in case could you tell me where in particular?
Also metal surfaces look a bit too white but i assume they're just not finished yet.
Thanks for the advice, I'll spend more time on the ground after fixing the blown out metal
@wirrexx
I changed my method a little bit since making this short tutorial, but it's mostly the same:
http://i.imgur.com/Tuidu0U.png
No, I am Japanese.
made a quick paintover. I actually reduced the contrast, but increased the saturation.
Thanks a lot for taking the time to do this.
lots on my to-do list for this now, lol.
@Ichiban
the first pass was AO, but it was a very simple one. I didn't do any sculpting for this, just started painting on top of the AO. The AO basically served as a guide for edges and really simple lighting, nothing complex.
@SpaceSteggy
For the multiples of the same object, what I did was just model one and unwrap it with almost no overlapping, then made duplicates of the model, each with its own unique UV space. I then painted one bed, for example, then used Gimp to move the base values I painted onto the UV spaces for the other 2 beds.
If I was just doing a single object, I would probably have use a lot more overlapping/mirroring than I am right now. I guess it depends on what you need.
Here is my progress as of right now. I tried lowering the contrast and upping the saturation like @lotet did, would like to know what others think of it.
I also toned down the brightness of the metal so they aren't as blown out.
The ground is proving to be a challenge. I painted in more surface detail such as chipping off and wear, but when it's in scene it starts looking very noisy and pulls a lot of focus to itself. So I tried turning it down a bit by lowering the contrast but it starts to look more like clay @_@
I need to work on the wood on the beds because they seem to be getting washed out. I was also told the lighting is not very consistent between stuff like the table and the beds so I will have to fix that too.
edit.... opps, didnt see the second page. It looks like you did go with lotet's advice. But I still feel the same about my crit with what you have currently. Looking great tho!
I tried darkening the ground a bit more and also desaturated it some.
I also went through the beds and tried sharpening the texture up by painting in some more light into the grain and brightening the tops of planes to separate them better.
I think I'm slowly creeping up to the point I can call it done. Going to give the items another look over next.
I think the wood is just slightly too saturated now, but Other then that you pretty much nailed it!
I lowered the saturation just a tad. Thinking of calling it finished.
Any chance you can take a 4k screenshot and downsize it? I can't quite tell what you render in so I'm not sure if that's even possible.
Otherwise... this looks really awesome! I love the wood textures in particular, they are just super nice with a good balance in detail.
I rendered at 4k and downscaled them into a presentation shot with the texture sheets:
Is this better?
How's this?
I have one question about your work. Why do you repeat your texture like that ( on your texture sheet ) because is absolutely not optimized but maybe you have a reason ? Because I saw you put light information on your texture but normally you have the lightmapping for that.
btw great texturing job
I repeated the texture because my assignment was to do everything with flat lighting in Maya. So The only way I could get unique lighting going that I knew of was to have unique UV spaces for each of the objects.