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Recent Texture Work, Would love a critique

arybak89
polycounter lvl 3
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arybak89 polycounter lvl 3
I am currently a student and did a few textures in the past week for class that I would appreciate a critique on. First time posting here, thanks in advance for your reply.

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  • Cay
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    Cay polycounter lvl 5
    The one thing that comes to my mind immediately is: shiny things ARE beautiful but don't overdo it.
  • arybak89
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    arybak89 polycounter lvl 3
    Cay said:
    The one thing that comes to my mind immediately is: shiny things ARE beautiful but don't overdo it.
    Thanks! I imagine I need to play with my lighting a bit more in Unreal to get a nicer image.
  • Cay
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    Cay polycounter lvl 5
    I think in general it's best to not always go full glossy on materials. Of course all you can do is trust your reference pictures, but there are not so many materials that are super glossy. And even if they are when pristine.. dust and dirt collect on top of them.
  • 3dReaper
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    3dReaper polycounter lvl 4
    The gold material looks excellent, the other two are slightly hard to read. Perhaps as you said, you need to work on the lighting.

    Also, for the cube, its better to show the material on a rounded cube so lighting catches the edges. Show a 3 point perspective for this as well.

    If this is strictly for your class, is it alright for you to use Marmoset Toolbag 2? Unreal 4 takes more time to show a good result compared to Marmoset.
  • Twister3
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    Twister3 polycounter lvl 13
    To add my two cents in the mix, as 3dreaper said, using Marmoset Toolbag 2 is a good idea. The program uses the same PBR shader as UE4 so it would look identical compared to inengine.

  • arybak89
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    arybak89 polycounter lvl 3
    I would really love to be using Marmoset Toolbag (I have in the past). I'm waiting to buy it next month when funds are available. As for using a rounded cube, I actually just got told that today by the instructor so I plan on instituting that method as well. Thank you!
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