You legitimately have the most consistently great texturing I've ever seen. To repeat above, I'd love a tutorial, or even just a video of your process.
Your attention to detail is on another level! However, I realllly want to see all of this together! I have a suspicion that there may be too much detail and thus all-the-props-together may be a bit too noisy- but only way to really know is to see! That aside, on a per asset basis your work is about as good as I have ever seen. Great job!
Really nice work throughout this entire thread. I'm loving your modeling and texturing so far. Based on the size of your cabinet there, I think the edges are a bit too soft. None-the-less I'm excited to see everything in the scene together.
At this point you might want to get everything you have into a single scene. Oftentimes there can be little variances per prop that make everything really congruent or potentially clash. Better to find out sooner than later though.
Thanks for the comments guys. You all brought pretty valid points... let me address some of them.
@Rajil_Macatangay thanks man! I will do a breakdown of my workflow in the future
@Joopson i don't know what to say man, thank you so much
@RogelioD first of all, thanks so much for the compliments
My purpose is to make a basement full of stuff. As a long term project, i think this will take me at least 6 months - double the time a regular environment usually takes.
On the first post of this thread i establish some of my main goals and inspirations. The main one: https://www.artstation.com/artwork/nBNqO While there is a lot of stuff in this example, i don't think it comes as noise. Do you agree? Please let me know
Also, all these models i'm making will be scattered throughout 3 areas: the workbench, the lab, and the living room. This means they will not be cluttered at random or without a purpose, but to tell a story of each area of the scene.
@Jack M. The cabinet is quite small as you can see:
For the rest, i agree with everything that you said. I had some problems with ue4 messing my scene and it became demoralizing opening the engine. For now, texturing and modeling are my way of delaying the inevitable, and staying in my comfort zone
Your comment made me think i'm delaying too much though, thanks for that
Here is a bookshelf i finished. This will be part of the living room of the basement:
Woah this is such a cool thread, all the modelling and texturing you put so much work into, love it, but I only have one issue with the fan, don't know maybe you are still woking on it, but all green is pretty dull, maybe wiring cage could be metal, and blades white or sth, whatever, the only asset I dont like textures, other than that - subscribed
Just came across your thread and am Blown away by the number of props and quality of every single one! Can't wait to see it all assembled in one final scene
Finished setting up all the meshes and materials i have so far in UE4. Testing looks and asset placements. Rudimentary light bake full of errors
I have a couple of large objects left to model. Once i finish them i'll go ahead and start modeling the smaller stuff to fill the scene. Modular parts and tilling materials will be done as well
For the elctronics, i found sites like this one https://www.recycledgoods.com/ which are a goldmine of ideas and full of references.
Also, when i'm gathering references i make sure to inform myself with the approximate dimensions of the item i'm modeling. Most of the sites i mentioned include the size of the items sold, but sites like Amazon.com also have a huge collection of things with dimensions in the item description. For example, for the buckets i grabbed this screenshot from somewhere (can't remember the place):
With information like this you can safely make your blockout and begin modeling without fear of having to rescale the whole thing later on.
@Joopson i'm planning to write something about my texturing process in the future. Are there specific subjects or topics etc that you are more interested in knowing?
i'm planning to write something about my texturing process in the future. Are there specific subjects or topics etc that you are more interested in knowing?
Frankly, all your texturing is very believable. Ideally I'd love to see how you work on a prop that contains each of the materials. Like, something with a bit of wood, and a bit of metal. And the process of how you generate the wear and grunge, because it's wonderful.
Even a video timelapse of you working on a prop from start to finish would be amazing (and would probably take the least effort from you, beyond the prop work itself!)
Dude!, your texturing work is insane!. The sheer amount of work you put into this is admirable. I really hope one day be a fraction as good as you are. Looking forward to see this finished. Keep up the great work.
The mortar sticking out is a specific real-world architectural style, but I've seen enough people thinking it looked 'wrong' that you're better off not using it.... just my 2 cents though.
Otherwise, I really like the face of your blocks, but could use a bit more contrast between mortar and block. That could be in color, roughness, normal smoothness, etc. not entirely sure what's the best way to go, but you can play with it
The mortar sticking out is a specific real-world architectural style, but I've seen enough people thinking it looked 'wrong' that you're better off not using it.... just my 2 cents though.
Otherwise, I really like the face of your blocks, but could use a bit more contrast between mortar and block. That could be in color, roughness, normal smoothness, etc. not entirely sure what's the best way to go, but you can play with it
It all depends on the reference. However if the mortar was to stick out so much, those lines shouldn't be so universally straight. Again, it's all about reference
Replies
Finished this apothecary cabinet (will be used to store small parts):
At this point you might want to get everything you have into a single scene. Oftentimes there can be little variances per prop that make everything really congruent or potentially clash. Better to find out sooner than later though.
@Rajil_Macatangay thanks man! I will do a breakdown of my workflow in the future
@Joopson i don't know what to say man, thank you so much
@RogelioD first of all, thanks so much for the compliments
My purpose is to make a basement full of stuff. As a long term project, i think this will take me at least 6 months - double the time a regular environment usually takes.
On the first post of this thread i establish some of my main goals and inspirations. The main one: https://www.artstation.com/artwork/nBNqO
While there is a lot of stuff in this example, i don't think it comes as noise. Do you agree? Please let me know
Also, all these models i'm making will be scattered throughout 3 areas: the workbench, the lab, and the living room. This means they will not be cluttered at random or without a purpose, but to tell a story of each area of the scene.
@Jack M. The cabinet is quite small as you can see:
Thanks!
I actually like the green... i'll see how it holds once i put it in the scene
Finished this water heater. Made of modular pipes, 1 x 2k texture:
Here is a breaker box i've just finished, 2k texture, 12k triangles. Most of the cables (the thin ones) are 5 sided cylinders.
Soldering station and a desk fan, both share a 2k texture set. The cables will be done later, but their trim texture in place.
Can't wait to see it all assembled in one final scene
Bake for a DIY helping hands. Most of the attention in the workbench will be around this asset. 10k triangles... wires are hard to optimize
I have a couple of large objects left to model. Once i finish them i'll go ahead and start modeling the smaller stuff to fill the scene. Modular parts and tilling materials will be done as well
Thanks!
@LeahM my plan is to FILL this scene with stuff, hold my beer!
@JonJo i can say the same to you
finished texturing this thing
Been a while. Had some things to get sorted in my personal life, but now i'm back.
Buckets for the scene, they share a 2k texture set:
@Izat thank you! most of my reference come from google images.
I found some sites with salvaged stuff, vintage and old industrial items from which i grabbed a lot of ideas of things to add to the scene.
Some of them
https://www.factory20.com/newnotable/willson-shop-merchant-desk-podium/
https://ogtstore.com/
https://www.industrialartifacts.net/collections
http://www.rumpledinkie.co.uk/sold.php
For military stuff:
https://militaryantiquesmuseum.com/deactivated-ordinance.59.html
http://www.inert-ord.net/index.html#home
https://inertproducts.com/grenades
http://www.warrelics.eu/forum/
http://www.militarymorons.com/
For the elctronics, i found sites like this one https://www.recycledgoods.com/ which are a goldmine of ideas and full of references.
Also, when i'm gathering references i make sure to inform myself with the approximate dimensions of the item i'm modeling. Most of the sites i mentioned include the size of the items sold, but sites like Amazon.com also have a huge collection of things with dimensions in the item description. For example, for the buckets i grabbed this screenshot from somewhere (can't remember the place):
With information like this you can safely make your blockout and begin modeling without fear of having to rescale the whole thing later on.
Hope it helps. Any more questions let me know!
@Joopson i'm planning to write something about my texturing process in the future. Are there specific subjects or topics etc that you are more interested in knowing?
Bumping with sculpts for the boarded up window
Even a video timelapse of you working on a prop from start to finish would be amazing (and would probably take the least effort from you, beyond the prop work itself!)
I honestly didn't record before because i always start my work with the feeling that the result will be garbage...
I added a clock to the scene. Stationary light and bake seams everywhere lol
The struggle is real with UE4
https://youtu.be/lG6NI3ZcOZc
I just finished these plastic jugs.
2.5k tris, 1 2k texture.
I've been trying to learn Substance Designer lately.
This is the first material i've made from start to finish without a tutorial.
I might, or might not use it in some section of this scene, we'll see.
Please feel free to critique this since i'm a total noob on the tileables subject
Thanks for visiting!
Otherwise, I really like the face of your blocks, but could use a bit more contrast between mortar and block. That could be in color, roughness, normal smoothness, etc. not entirely sure what's the best way to go, but you can play with it
I appreciate the feedback! @Larry @a@aclund3
Yeah, my ref had this mortar sticking out a bit. I might push it back once i begin iterating the material once i put it in the scene, let's see...
Here is the material to be used in the ceiling of the enviro (aiming to do a boarded ceiling)
Thank you!
Small update. As you know i've been learning Substance Designer for a while, and i have to say: it's been awesome!
So i finished the height stage of this sloppy brick material. Took me a while but i learned a lot. 100% SD.
Thank you for visiting!