Please critique anything I post here: My goal is to improve and to build a portfolio solid enough so that I can get a position as an artist within the game industry. So don't hesitate to be honest.
Anything between analysis and tips on how I should refine my workflow to "that part looks bad, you should redo that part" is welcomed. Feel free to request additional resources if you want to examine my work closer (such as UV-layout, specific texture maps, a different angle of the rendered mesh, etc). Complements are also accepted
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Plenty of problems, especially with the occlusion map - feel free to point out anything that you feel I should improve upon till my next project.
EDITED: Added some better images of the 3D model in different angles.
My next step is to texture and add all rune carvings.
Really like your book! Gives me a nice Darksiders feel!
But about your latest work with the sword in the stone, I would probably trim the edges a bit more of the stone as it feels very hard right now.
Aswell as working a bit more on that cracked corner, where it instead feels a bit to smooth.
Keep up the good work!
There is quite a bit of air in it, sadly. I had to re-map the head of the hammer when I noticed a few issues while I was texturing, so I wasn't able to get the UV layout as tight as I wanted it.
About the UV-map: it's actually a 4k texture (should have been more clear about that), but is it still too tight? I'll have to investigate how to measure 16px in the Maya UV-editor.
Thanks for the wire-frame rendering tip! And thank you for your interest, time and feedback! I appreciate it a lot!
This is a break-down of the concept-art that I'm going by and a screen-shot of the early block-out in both Maya and Unreal. I use UE4 to get the scaling and feeling right, while I use Maya to measure the proportions. I don't think there's too much to criticize yet. I'll keep updating as I progress.
The panels and the two different pillars share the same (2048x2048) texture.
Maybe the walls' normal map is a bit too intense? Anyway, I'm going to add more variation to them with decals later on.
Didn't get much done today. I did, however, pull down on the normal's intensity on the walls and pillars. I also figured that I should post a shot of the scene to somewhat reflect the view from the original concept art, for once.
About your room: maybe use a less noisy wall substance. Maybe use something that looks more like ripped or damaged wallpaint and something that looks more like concrete for the beams around the window.
Loving the wood material however, looks really cool with the normal detail.
I did decrease the noise on the walls, but I've had more people telling me it's still too much. So I'll decrease it further in my next iteration. I'm also investigating how to make ripped wall paint / mold spots without making them repeat too much in a tiling texture.
This is the UV-map. I have started trying out the Nightshade UV Editor for Maya, which made it really easy to straighten out some of the UVs. Having done that on several UV islands (such as the arms), it was really easy to use straight alpha images in Substance Painter to paint details along the mesh. In hindsight, I probably should have done this with the entire body of the chandelier as well, so that I could paint more detail on it too.
While it does look very uniform, since there is nothing breaking up the wood material, I believe (or rather, hope) that it won't be an issue in the actual scene when there's a bunch of things and junk on the shelves. Perhaps the chair needs some variation?
This is an attempt at using subsurface in Marmoset.
My next step is to make different marble plate-patterns or perhaps a marble variant.
There are some horrible UV stretches here and there, especially on the glass (I'm still getting used to the Nightshade UV editor tool in Maya). I also realized, when I sat and toggled in marmoset, that I probably should have split the metal etching on the glass apart from the actual glass, as marmoset now has problems with rendering the backside of them.
I've been busy with some research, so not much 3D-modelling has happened as of late. Only a small stylized hammer, that I will probably be done with this week - will update again.
Marmoset viewer on my ArtStation!
Sadly, I have to abandon my bloodborne fan-art project for a while.
Thank you for your interest and feedback!
Also, some new renders of the butted links:
https://forum.allegorithmic.com/index.php/topic,17088.0.html
More renders will come shortly!