I am not an artist educationally or professionally, strictly learning for the sake of entertainment and knowledge. I started creating my own 100% original (mins the grass) 2k textures using my camera, photoshop, and bit2mat. I would like to get some feedback on areas that I can improve the textures for use in a game environment. The environments are just thrown together, not looking for critiques on them.
I guess we'd need to know what it is you are trying to improve on. Taking photos and making them into textures isn't too crazy.
I guess an initial piece of feedback is the tiling is noticeable in some of them like the green grass.
A lot of games use mealtime lighting that take advantage of normal maps in textures like terrain textures and in that case you will need to actually remove the lighting from your textures so the shadow in the texture doesn't fight with the lighting that comes from normal maps.
There are just multiple ways to approach textures depending on project type etc. so it is a bit hard to critique.
I agree with Grump - the green grass texture is noticeably tiled. I'm always stuck on little details like that but its one of those things that really sticks out when you look for a couple seconds. The cobblestone/bricks aren't AS bad, but looking for a minute also shows some tiling.
Grass and grass-like textures are notoriously easy to spot tiling. It can be hidden, but for large areas it can be challenging. Gotta get creative. It's hard to tell from the shot with with the most grass texture but it looks like there should be some more ground litter.
Things to think about:
1. Your tree trunks look like they're exactly the same width. Try to very them a bit
2. Those trees likely drop leaves. Throw some into your scene if you can! (Even if it's just textured).
3. Strategically placed rocks. Not too many, not too few. Maybe something different if rocks aren't something that belongs in the scene.
The key is... thinking about the scene and being creative about the items that you could use that belong to break up the ground a bit. Those little things, even if there aren't many, will draw a player's eye and distract them from seeing those tiling textures.
You're more than halfway there already. Thinking about the scene and how you can distract your player from seeing the "flaws" in the work will take your art to the next level.
Replies
I guess an initial piece of feedback is the tiling is noticeable in some of them like the green grass.
A lot of games use mealtime lighting that take advantage of normal maps in textures like terrain textures and in that case you will need to actually remove the lighting from your textures so the shadow in the texture doesn't fight with the lighting that comes from normal maps.
There are just multiple ways to approach textures depending on project type etc. so it is a bit hard to critique.
Grass and grass-like textures are notoriously easy to spot tiling. It can be hidden, but for large areas it can be challenging. Gotta get creative. It's hard to tell from the shot with with the most grass texture but it looks like there should be some more ground litter.
Things to think about:
1. Your tree trunks look like they're exactly the same width. Try to very them a bit
2. Those trees likely drop leaves. Throw some into your scene if you can! (Even if it's just textured).
3. Strategically placed rocks. Not too many, not too few. Maybe something different if rocks aren't something that belongs in the scene.
The key is... thinking about the scene and being creative about the items that you could use that belong to break up the ground a bit. Those little things, even if there aren't many, will draw a player's eye and distract them from seeing those tiling textures.
You're more than halfway there already. Thinking about the scene and how you can distract your player from seeing the "flaws" in the work will take your art to the next level.