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The Big Knife

polycounter lvl 12
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daniellooartist polycounter lvl 12
Hello. I finished another piece of artwork. In addition to displaying the work, I would like to list how long it took me to do each step. I don't know if I'm slow compared to a professional or not. I've never worked alongside professionals in a full pipeline before so I'd like to reach out to the community and compare stats. If any of this is taking too long then I can begin to analyze why. I normally provide my source files but they are effectively useless now due to an error I'm hoping to fix. (link at the bottom). I will update this thread with your critiques but unfortunately I won't be able to edit the mesh in any way for the time being. I will also have a link to a Marmoset viewer file below as well.

Original Art (5th sword from the left): COD_ConceptArts_Weapon_Regnier_Greatsword_071023.jpg

High: 8 hours

zPIPw9X.png

Low Poly: 5 hours

Unwrapping and Baking: 2 days

Texturing (all maps): 10 hours (ran into a few issues so it may take longer)

Oz8jfD7.jpg

Final:

2MQ27jy.png

Texture Size: 2048
Tri Count: 11291

Marmoset Veiwer on Art Station: https://daniellooartist.artstation.com/portfolio/big-sword

Error: http://www.polycount.com/forum/showthread.php?p=2310234#post2310234

Replies

  • 3dReaper
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    3dReaper polycounter lvl 4
    On the left side of the blade, why is there another layer of the blade on top of itself?

    Acts like an overlapping plane or duplicated geo.
  • daniellooartist
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    daniellooartist polycounter lvl 12
    I'm not seeing what you are seeing. I don't see any z-fighting or duplicate geometry overlapping.
  • St4lis
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    St4lis polycounter lvl 7
    The model and the normals are good, but the texture and lighting is pretty bad.

    You seem to have lit it with a lone white point light and some uncolored ambient light. For metals, reflection is key, so you probably want a proper cube map to show that.

    The textures are waaay to grungy and noisy. Too much noise makes your shapes hard to read. Have less wear, tear and grunge, and use it to emphasize edges and crevices where you do use it. Make it tell a story.

    On the material side, that's not what PBR metals look like. Metals should be black in the albedo, and bright and flatly colored in the reflection/specular/substance texture (whatever you want to call it). There are proper physically correct values to use for the different metals, but I'm not sure where to find them. Most of the texture work on the metals should be done in the gloss. You won't be able to see if your metals look good until you get some proper reflections going.

    If you fix these issues, this piece could end up looking pretty good :)

    Edit: I had a look at some of the previous work you've posted, and it seems that the feedback I'm giving you here is the exact same feedback you've been getting previously.
  • daniellooartist
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    daniellooartist polycounter lvl 12
    I'll make those changes. You're right. I have gotten this criticism before and I'd actually like to bring that up. This was actually the reason why the texturing took me 10 hours. The problem is that if I roll back the wear and tear everything looks flat and has very little character. If I add it, it looks over worn. I've been going in blind and I don't really know any guidelines to keep a believable amount of character in the texture. Someone mentioned that I should always put the damage around the edges. Worn metal in real life catches my eyes all the time and I almost never see that except for airplanes.

    Any other suggestions?
  • JordanN
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    JordanN interpolator
    I'll make those changes. You're right. I have gotten this criticism before and I'd actually like to bring that up. This was actually the reason why the texturing took me 10 hours. The problem is that if I roll back the wear and tear everything looks flat and has very little character. If I add it, it looks over worn. I've been going in blind and I don't really know any guidelines to keep a believable amount of character in the texture. Someone mentioned that I should always put the damage around the edges. Worn metal in real life catches my eyes all the time and I almost never see that except for airplanes.

    Any other suggestions?

    You can find images of "used knives" on google. They will very often contain natural reproductions of wear and tear on metal.

    IliNf5y.jpg


    If you need more tips on how to texture in PBR, you can refer to this tutorial

    [ame="http://www.youtube.com/watch?v=ScM9kt_B5as"]www.youtube.com/watch?v=ScM9kt_B5as[/ame]
  • daniellooartist
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    daniellooartist polycounter lvl 12
    I remade the textures. Is that what you were thinking of st4lis?

    5TjCK1e.png
    xHz3GKd.png
    8VveV3l.png
    HZIuVkl.png
    nLIgmcy.jpg

    Artstation Link: https://www.artstation.com/artwork/big-sword
  • tac0m
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    tac0m polycounter lvl 6
    This is coming along. The model and the normals look totally fine. You started off with bad textures but are coming along quite nicely now. If i were you i'd get some PBR values for the materials you want to use. Then apply them and see how it looks clean.

    Start off your textures clean and build up details after the base material values are set. Think of it like the real world. That sword was made and it was clean. Then it got used, and worn. Your wear and tear should tell a story to reflect that. The current texture is far better than the first attempt but I think you can make this "great" instead of "good".
  • daniellooartist
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    daniellooartist polycounter lvl 12
    sure thing. I have all the base layers with everything else disabled. Is this good for a clean version of the sword (artstation link below)? I was using this chart for base values but I think everything changes when using a metalness map. I'm just sort of playing with them right now.

    materialref02.png

    Artstation (With just the base material): https://www.artstation.com/artwork/big-sword
  • 3dReaper
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    3dReaper polycounter lvl 4
    Are you only using half of the uv space?

    Why is the leather on the grip so glossy and low res?

    It seems the edge of the blade looks faceted for some reason.

    The hilt has some odd geo as well, very tight tris.

    Also This is what I was previously talking about:


    xlY9Gcx.jpgxlY9Gcx
  • daniellooartist
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    daniellooartist polycounter lvl 12
    Gotcha. I updated it on my artstation page. As for the geo, if you're referring to the geo on the 3 bulbs of the hilt then i intentionally added a few extra edges. Things with tight curves always end up looking chunky in the silhouette.

    I like the suggestion for starting with base materials. So I have a quick question about that. Is there any chart for metalness maps? The one above only works for microsurface and it looks weird when i use it for metalness. I like the metalness workflow because it reflects the environment.
  • skodone
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    skodone polycounter lvl 2
    it looks super fragile :D
  • daniellooartist
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    daniellooartist polycounter lvl 12
    Thanks for all the help guys. I think I'm going to move on to the next asset. Special thanks to Keegan.Edwards and teessider for a lot of their stream help. Switching to ggx shaders I've updated the artstation and as a sign of appreciation I'm giving away the source files.

    Source (132MB): https://www.dropbox.com/s/ohjpm4eq2opqjau/Knife.zip?dl=0
    Artstation Link: https://www.artstation.com/artwork/big-sword
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