I have a critique on the cliff texture... it doesn't strike me as a cliff and more of a stack up of building rubble... mainly because of the 90 degree angle joints where some parts could look like stairs and clean cut blocks, what reference are you working from for it?
Yeah I assumed it was Jessica Dinh inspired haha xD...
but if you look at the forms she's gone with they don't really connect with eachother, each rock is it's own piece and they cut into each other as the one you've painted kind of connect like stairs... so perhaps just break it up? Also I believe the original texture she painted was lined up quite evenly... so she could use it to define each layer of the cliff as yours will probably end up being really hard to control once you build the model out of it.
Also, to sell that jagged rock cliff look... it's all about the layering of the model itself tbh... trying to attempt the layering in the texture alone produces weird results so I'd probably paint a rough block out... nothing too defined in highlights etc... just enough to know what rock shapes you want and where... then build a rough model out of it, layer it out as a mock up and if it's looking good... start pushing them details after to save yourself any lost efforts
Also the wood texture is looking better (Y), I think maybe add another overlaying layer and throw in a few clean streams of highlights to bring out some of those extruding streaks to give off a little more depth
Yeah, you're right. I will try modeling out some rock forms and then paint directly on them next. The current texture would be a nightmare to use, yeah :P
Got a lot of help from Snafubar for the wood, so here's my third attempt on it:
The wood feels to noisy now, due to the highlights (not the ones on the edges, the "reflective highlights" I hope you understand what I'm talking about) I'd remove those ore make them barely recognizeable. Beside that you've got a pretty clean and sharp renderin now, I like that.
I'm pretty sure she means the highlights from the "peaks" on your wood grain. I think the overall contrast across the planks themselves should be toned down, because the gaps between each plank tend to be lost within the grain having the same values, which makes the overall pattern harder to read. Maybe look at Doug Kavanagh's texture for reference:
I went back trhough and made a lot of the peaks less sharp and toned the contrast down overall. Tried to make it more obvious where the planks begin and end.
These textures look really good and professional. Great craftsmanship.
However, a word of caution: It's very hard to tell how they will work in a 3D environment when they're just shown flat like this. A big aspect of all art is to balance details, contrast and frequencies across a picture or a scene. I suspect your textures might be way too detailed. If you are putting together a scene, you typically don't want the wall's, the ground or a cliff face to claim a lot of attention from the beholder. You probably want to save some of that contrast for details and shapes more related to the story you are telling.
Thanks St4lis.
I agree. Right now I have the textures sitting side by side in Maya and the wood IS drawing a lot of attention to itself. I do want to make a scene out of these textures so I will work on finding a balance between the textures as I move forward.
With your tiling stone, I think you gave yourself too much work by cramming 10 rows of bricks instead of something like 5-6. Less rows = more love to each one.
I feel that your dirt texture would benefit from having less pebbles/rocks. Right now there are so many that they are distracting so it seems like a mix between a dirt and a gravel texture. Some of the rocks are also feel like they are transparent overlays since the brown is almost a mix between the bright/white rocks and the dirt color.
The dirt by BitGem in this pack might be useful to study if you haven't seen it already. (Well actually I'm pretty sure it was commissioned by BitGem from one of the polycounters, but I can't recall who it was.)
That looks amazing, I'm always mesmerized by good modular environments and textures
Might I ask how you did the roof tiles?
I'm trying to visualize your UVs on your roof texture and I can't see how you managed to get such a good result that isn't too stretched.
It isn't shown up there, but there are two types of roof textures I made. One that tiles in all directions, and the one with the edge trim on it.
I either made the UVs extend out of the UV grid or placed planes side by side in a grid-like fashion so that the textures tiled. The edges of the roof are on their own separate mesh.
I lowered the edges of the pedestals to make their shadow less harsh along the edges
Replies
I have a critique on the cliff texture... it doesn't strike me as a cliff and more of a stack up of building rubble... mainly because of the 90 degree angle joints where some parts could look like stairs and clean cut blocks, what reference are you working from for it?
I was trying to go for something like this:
And was also looking at Jessica Dinh's cliff texture for the Chew Magna Fortress:
My original attempt looked too much like bricks.
I guess I need to vary up the shapes so there are fewer obvious cubes and rectangles.
but if you look at the forms she's gone with they don't really connect with eachother, each rock is it's own piece and they cut into each other as the one you've painted kind of connect like stairs... so perhaps just break it up? Also I believe the original texture she painted was lined up quite evenly... so she could use it to define each layer of the cliff as yours will probably end up being really hard to control once you build the model out of it.
Also, to sell that jagged rock cliff look... it's all about the layering of the model itself tbh... trying to attempt the layering in the texture alone produces weird results so I'd probably paint a rough block out... nothing too defined in highlights etc... just enough to know what rock shapes you want and where... then build a rough model out of it, layer it out as a mock up and if it's looking good... start pushing them details after to save yourself any lost efforts
Also the wood texture is looking better (Y), I think maybe add another overlaying layer and throw in a few clean streams of highlights to bring out some of those extruding streaks to give off a little more depth
keep going though bro
Got a lot of help from Snafubar for the wood, so here's my third attempt on it:
Thank you.
I went back trhough and made a lot of the peaks less sharp and toned the contrast down overall. Tried to make it more obvious where the planks begin and end.
However, a word of caution: It's very hard to tell how they will work in a 3D environment when they're just shown flat like this. A big aspect of all art is to balance details, contrast and frequencies across a picture or a scene. I suspect your textures might be way too detailed. If you are putting together a scene, you typically don't want the wall's, the ground or a cliff face to claim a lot of attention from the beholder. You probably want to save some of that contrast for details and shapes more related to the story you are telling.
I agree. Right now I have the textures sitting side by side in Maya and the wood IS drawing a lot of attention to itself. I do want to make a scene out of these textures so I will work on finding a balance between the textures as I move forward.
Currently working on a brick texture:
With your tiling stone, I think you gave yourself too much work by cramming 10 rows of bricks instead of something like 5-6. Less rows = more love to each one.
I'm currently working on this ground texture:
and here's my attempt at a dirt texture. I am not very pleased with it and would really appreciate some advice for how to improve it:
I do not currently have a job, no
The dirt by BitGem in this pack might be useful to study if you haven't seen it already. (Well actually I'm pretty sure it was commissioned by BitGem from one of the polycounters, but I can't recall who it was.)
In the mean time, here are some steps I was working on:
Might I ask how you did the roof tiles?
I'm trying to visualize your UVs on your roof texture and I can't see how you managed to get such a good result that isn't too stretched.
It isn't shown up there, but there are two types of roof textures I made. One that tiles in all directions, and the one with the edge trim on it.
I either made the UVs extend out of the UV grid or placed planes side by side in a grid-like fashion so that the textures tiled. The edges of the roof are on their own separate mesh.
I lowered the edges of the pedestals to make their shadow less harsh along the edges