Decided to focus on texturing the rock first, resculpted a lot of detail and tried some stuff in Substance Painter.
There is a green appearing like moss, I think its part of the environment reflection though. I will likely make some adjustments to the texture later after all other assets are finished.
The material itself is a iteration of the Rock smart material from Painter. For the sculpt itself I carefully used some of the alphas from EnvironmentDesign - https://gumroad.com/environmentdesign
Get some more geometry in those bicycle wheels!! I'd also setup the PBR values for your different materials. Even in this stage it will make the whole piece gel a bit more. In the screenshot of the tyres and oil barrels the floor texture is very pixelated. Use tiling textures and blending to get around this
I'm not sure how I would go about setting that up considering that the floor is anything but modular, But to correct the low resolution I will try to give it more space in the UV map, and if its still too pixelated I might split it into its own 1K texture set.
I took note of the bike and I agree with you, I think I gone too far in trying to optimize it, will give it back some of the roundness.
Finished UVing all pieces, re-baked many of the meshs.
In particular, I wanted to get more normal information in the ship mesh so I textured it in and through a workaround with xnormal managed to generate a working curveature map out of this.
I am unsure how to proceed with texturing the floor, I need more resolution in there... The problem is that the mesh is mostly untilable.
Redone a lot of the UVs to make sure I get proper NM bakes...
In particular I wanted more normal map information on my ship, painted it in and through a workaround involving xnormal and ndo managed to generate functional curveature maps.
I need advice on how I'm going to add more resolution to the floor, the mesh does not look like something which can be tiled, furthermore, there are a few rocks and stones I sculpted in which I want to stand out.
I need advice on how I'm going to add more resolution to the floor, the mesh does not look like something which can be tiled, furthermore, there are a few rocks and stones I sculpted in which I want to stand out.
Any suggestions on how I could tile it ?
since you are rendering this in TB2, you can just scale your UVs outside the 0-1 space. so lets say you want your texture to be tiled twice just double the size of the UVs. you must use a seamless texture for this obviously. and it'll screw your rocks, I'd just make them as a separate mesh with their own texture and place them manually, like you'd do in a game engine. why didn't you build this in a game engine anyway? looking good! keep it up! בהצלחה!
After some tweaking and reading on various forums, I came to the conclusion that I *PROBABLY* should not ignore the hieght map which is generated from substance painter XD
Converter it to normal map and overlayed it on top of the original normal map,
Furthermore, managed to get the same color tones as I had in substance painter while building the textures.
Tzur_H: Thanks for the feedback, I'll try and do just that and see how it goes. The other option I thought about is to perhaps lower the amount of "noise" in the texture to something the texture map could support. Maybe i'll have a combination of both with detail maps on top..
Finished working on it today, still a lot of stuff to add and improve but I think you gota stop at some point or else it would take an eternity to finish...
Ah thanks for showing the flats. I wish i could just do one texture per side like your but alas what im doing is way bigger. Giant floating island terrain and walls are a pain in the ass lol.
Replies
Got a little more work done this week.
Decided to focus on texturing the rock first, resculpted a lot of detail and tried some stuff in Substance Painter.
There is a green appearing like moss, I think its part of the environment reflection though.
I will likely make some adjustments to the texture later after all other assets are finished.
Any feedback highly appriciated.
The material itself is a iteration of the Rock smart material from Painter.
For the sculpt itself I carefully used some of the alphas from EnvironmentDesign - https://gumroad.com/environmentdesign
Latest progress - added a billboard and bike.
Retopologized barrels/oilcans
I took note of the bike and I agree with you, I think I gone too far in trying to optimize it, will give it back some of the roundness.
Thanks a lot for the feedback, much appriciated
Completed texturing billboard,
Adjusted and increased resolution on the plant cards while also adding normal maps for them.
Split the floor into its own texture set, however, might need to increase resolution for that to look OK
To finish:
1. Model adjustments for building.
2. Model adjustments and re-bake the ship.
3. More texturing.
Reminders:
- Fix plant card looking weird.
- Add a rope and nail for the ship.
- Redo the cables.
- Remove gradiant from rocks.
Any feedback would be highly appriciated.
Finally got a bit more time,
Finished UVing all pieces, re-baked many of the meshs.
In particular, I wanted to get more normal information in the ship mesh so I textured it in and through a workaround with xnormal managed to generate a working curveature map out of this.
I am unsure how to proceed with texturing the floor, I need more resolution in there...
The problem is that the mesh is mostly untilable.
Any suggestions ?
Redone a lot of the UVs to make sure I get proper NM bakes...
In particular I wanted more normal map information on my ship, painted it in and through a workaround involving xnormal and ndo managed to generate functional curveature maps.
I need advice on how I'm going to add more resolution to the floor, the mesh does not look like something which can be tiled, furthermore, there are a few rocks and stones I sculpted in which I want to stand out.
Any suggestions on how I could tile it ?
Would need to make some readjustments as its not looking right in the scene.
that's pretty sweet! I love how fat the camera is and how it still look golden!
is it intended or just for the wip shots?
looking good! keep it up!
בהצלחה!
Converter it to normal map and overlayed it on top of the original normal map,
Furthermore, managed to get the same color tones as I had in substance painter while building the textures.
Note for self:
NM - RGB
Rough - RGB
Albedo - sRGB
Metalness - sRGB
another caveman: Could you elaborate? lol
Tzur_H: Thanks for the feedback, I'll try and do just that and see how it goes.
The other option I thought about is to perhaps lower the amount of "noise" in the texture to something the texture map could support.
Maybe i'll have a combination of both with detail maps on top..
Excellent work!
Managed to get some work done on the vehicles.
So close to the finish line
Updated in the OP