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Japanese Stone Lantern - critique please!

Matornot
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Matornot null
My second project in my environment design class is to set up an outdoor scene using assets I've created from scratch. I want to go in the direction of a Japanese zen garden of sorts, with bonsai trees and/or cherry blossoms, pond, and waterfall. I just finished my first model, and I'd love feedback that will help me model some more pieces like this, or any other advice that may help with my theme.

This is my first creation for this project. I made a simple model in 3ds Max, imported to ZBrush where I multiplied the poly count quite a bit, then went to town on it to give it a weathered look using techniques my teacher showed me in class. Then I used decimation master to reduce the poly count, and unwrapped it (poorly).
Next I loaded the model into Substance Painter 2, and slapped the Leather Rough smart material onto it, then baked the maps and exported. The default color for Leather Rough is a sandstoney beige, so I used photoshop to change the hue (which I'm not entirely satisfied with).
Lastly, I loaded the model into unreal along with all the maps.

One of my main concerns is the color. As I stated, the default color for the Worn Leather material is beige, so I had to modify it with photoshop. I would like to see more color variation on it, like greener mossy bits, and less saturated stone edges. Should I do this within Substance Painter?
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