These projects I was practicing with shaders and image textures. To make some of my texture maps I was using Substances B2M. I not sure if I am making my textures correctly or not but it would be very helpful to get some pointers on it.
This was a school project I made in school. Its suppose to be a control room and I wanted to try and make a dark atmosphere that is lighten up by buttons and the monitors.
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This was a practice using Arnold shaders and B2M in maya. I was trying to make a wine glass with some wine in it. For the background I was playing around with the noise texture to make a bump map. For the wood floor I brought it in to B2M to try and make texture maps for it.
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This was a another practice I was doing for texture mapping in blender.
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I've seen a lot of videos on isometric rooms and wanted to give it a try for myself.
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Replies
OK - space control room.... whats a point??? accent/point of interest on what?? what do you want to show with this picture to a viewer?
What Im think? boring, yeep.... ok ,skip my thoughts ) how separate your planes? foreplane- middle-plane- backplane ? which object main, which secondary? Golden rules in this scene?
Wine Glass - Its shader/material setup, what with that reflection? which skybox around this glass and how form of light points reflects on to surface of glass? (Lights ,reflected on glass usually more brighter than environment around it), try make glass sphere for the first, separetly, and after that explore refraction of glass and wine
wall and table looks like 2 planes with bump map, no light info ,(spec) , no any idea , how it was lighten/
fast food stuff - wood floors with this type of material always have a little more reflections, brick wall....its a BIG BRICK ))))) and its like glossy?
isometric room, simple and stylish )its not bad
The wine glass looks really thick around the cup and too thin on the stem. Also the bump mapping on the wood grain is too big, it should be a finer texture or mostly just flat with a few nicks it it's a finished table. The bricks are super big next to the chairs also.
I actually really like the isometric room. It's got a nice simple style similar to a lot of indie games.
All in all I'd say find a focus. If you're trying as an environment artist you have to tell a story, like artrynk says, there needs to be a point of interest. Really work on an individual asset and make really good materials for that. It's also unclear if you want to be stylized or realistic with your textures. Post the process for your textures so we know what you're doing if you specifically want feedback on that.