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saloon

I'm a 3D artist working with archviz but I'm trying to make the jump to game art. Lately I've been work a lot and hadn't had time to make some more models to increase my portf

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  • victorqribeiro
  • Tobbo
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    Tobbo polycounter lvl 11
    Looks like a good start. What are you planning on doing with it? Turn it into a larger scene? A diorama?
  • Matt_Billeci
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    Matt_Billeci polycounter lvl 7
    I think itd be cool to add some decals to the windows and maybe a sign somewhere to give the saloon some life. Right now it just reads as "generic saloon". Adding simple stuff like that would give it a sense of history and make it feel like it belongs to a world as opposed to being just another saloon. Really like the wood textures too!
  • EpicBeardMan
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    EpicBeardMan polycounter lvl 8
    It seems good on the modeling and material side, but it looks boring. As Matt said give it life. I mean, I cannot say much since it is just the beginning, but so far, it's good.
    Keep the work comming.

    Cheers!
  • victorqribeiro
    Quick low poly preview. I'm going to get back to it and fix somethings. Thanks a lot for you critics, guys.

    11893781_1140860925927590_1638064466878247398_o.jpg
  • victorqribeiro
    One step more: Low poly + normals + albedo+ cavity

    11894470_1140948175918865_5539591430217602782_o.jpg
  • EpicBeardMan
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    EpicBeardMan polycounter lvl 8
    Question: Are you going to populate the interior with some quick props, or are you going to leave it empty? (just curious)
    And, your wood now looks somewhat pale, even too shiny. You could show us your progress so far in UE4 so we could get better idea of the project as a whole.

    Cheers!
  • victorqribeiro
    Hi here, I wasn't planning on making the interior scene, but is something to consider. The first image I posted (the one with the good textures) is a vray render, after that I broke everything down to bake the normal maps and while I was at it I did a quick texture transfer. This last one image is a marmoset render with a normal map, albedo and cavity. No specular, gloss or anything. Late this evening I'll create some proper maps and upload a sketchfab version, so people can see the wires, the metcap, the normals... Thanks a lot for taking interest in my work. I'm new to game art and this is my 4th model so far.
  • victorqribeiro
    update: new enhanced normal map, AO and cavity (needs photoshop). Later on I'll paint albedo, specular e gloss and make a final render.

    11834827_972752146078894_1415808774480197486_o.jpg
  • MattyWS
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    MattyWS polycounter lvl 11
    Are you going to have a tiling wood texture for the walls?
  • jeremiah_bigley
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    jeremiah_bigley polycounter lvl 15
    Clean stuff! I like it so far. You said you were planning an interior but I think with what you have there you have the skeleton of a western town ;)

    Either way I look forward to your updates.
  • victorqribeiro
  • victorqribeiro
    [sketchfab]9fb794cdfc0f4b63b0b6867c6f3447c3[/sketchfab]
  • EpicBeardMan
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    EpicBeardMan polycounter lvl 8
    Now that you've added 3D viewer I can see how your texture is low resolution. (I assume you've used 2k material for the saloon) I would recommend breaking up this saloon on 2 or even 3 parts with their own UV map of 2k resolution, this way you'll get much better detail.

    Cheers!
  • Deathstick
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    Deathstick polycounter lvl 7
    Hmm, I have to agree with EpicBeardMan. It looks like you did the whole building as one unique texture map? If you break it up so most of the larger details like the wood walls, pillars, and trims are using tileable textures you'll get much better results for the resolution. Something like the saloon double doors and windows would be more likely to have their own unique texture set versus the whole building.

    Then again that's for a third person/first person type game. The times that you can get away with unique UVs for buildings are in RTS/Sim City/etc. type games where the camera will hardly ever be close enough to see the stretched resolution of the textures.
  • MattyWS
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    MattyWS polycounter lvl 11
    Even for an RTS style game it's good practice to try and re-use as many materials/textures as possible. Imagine if it's a western RTS game and a town has 10 generic buildings all using their own unique texture like the one above, would you rather re-use a few materials or make 10 separate ones?

    In the building above, I can tell the wood is tiling, so it make as well be a unique material/texture anyway. :) Also if you're going to be able to see inside, the walls are going to be super bright because the same faces that are being lit outside are the walls on the inside.. And I assume since you have transparent windows that you want to be able to see inside so you might want to double up on the wall poly's. Looks cool though!
  • victorqribeiro
    To be honest, this was a test to see if a can handle a larger model. all the bakes and textures. It came down to less then 3000 tris with one texture (4k). I know I could do the texture better but as I said it was only a study (the unwrap was mostly auto generated in 3Ds Max, for a quick layout of textures). I do believe this type of model are made different in a production, with a environment artist taking care of the materials. I'm not focusing on becoming a environment artist any time soon, just trying to model and bake 3D assets to populate the scenario. Anyway, thanks for your comments.
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