Hi my name is Alexander Samuelsson.
I have been on Polycount for about 6 months now and this creative hub is really great!
So I want to take part in more things here, like the sketchbooks.
I mostly focus on environments (2d,3d and textures).
I am looking for feedback and a place to put things that might be hard to post elsewhere.
So if you have any crits please do tell me ((:.
This is the most recent thing I have made.
Thanks to
@bradhb3d and his awesome youtube tutorial about tileable textures (
https//www.youtube.com/watch?v=rNgs2DcAsF4).
Normal and height done in zbrush and just some fast albedo/rough in substance designer but will continue Brads series and do the passes in photoshop.
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But did the mistake of limiting myself to 1k, should have gone bigger and down rezed. )):
Found some new way of thinking about doing the masks form different textures, will bring these with me to designer
and Photoshop alike.
Albedo texture:
I am working on some more material for an interior scene as well.
Feedback is appreciated.
Tried out some roof tiles, will continue refining it. Still learning the software and having fun with it.
Feedback is appreciated.
Then trying to breaking up the color a little and testing it in UE4.
Then I wanted to try some Arnold out in Maya 2017 so here is what that looked like:
Some more links on what I used in my blogg.
http://redgreenbeard.blogspot.se/2016/09/the-head.html
The rest of it is on the blogg with the graph.
More images and things about the workflow on my blog : http://redgreenbeard.blogspot.se/2016/12/2-week-foliage-workflow.html
white bark.
brown bark.
The tree patches are a height lurp in UE4's material editor where I use the height map from the white bark. So the left gif above show how I with vertex color control where this happens.
If you want to know more send me a message and I will break it down further.
Pro tip: don't use PNGs for sharing screenshots on the web. First image there is 3.32 MB.
http://polycount.com/discussion/63361/information-about-polycount-new-member-introductions/p1#make
The cobblestones look good. The moss looks a bit too blobby, like mud or slime. It might help to add more high-frequency detail, some small leaves, pebbles, etc.
Still got some way to go with it, the shapes of the cobble. Some more gradiants to slope them, more variation in roughness and shape aswell.
More images on: https://www.artstation.com/artwork/LJ6b0
https://www.artstation.com/artwork/R6REm
https://www.artstation.com/contests/thu-2017/challenges/20/submissions/17735
Jokes aside, your works are incredible. I really love your sense of scale / atmosphere / color..might as well say everything. Do you incorporate texture overlay when you paint in 2D?
Hey @Doodlok ! Thank you very much for your kind words.
Yes, I use a lot of different photos. I try to use them with intent(a rock texture for a rock) or just as abstractions.
Usually the first thing I want to get in my 2d work is some interest in the overall composition, this by using large shapes and playing around with sketching on top. Sometimes by starting with photos, most often with a 2 value sketch.
overlaid details and painting.
Study:
Started as virtual plein air and added to it.
more pics at: https://www.artstation.com/artwork/yP8bR
Color sketch:
d<>p