Hi everyone, just wanted to make a start posting my projects online as I develop them. Looking to improve texturing and lighting with this environment, so if anyone can crit my work as I go it will be very helpful, thanks.
What I have so far is a small delivery area between 2 shops, and alley leading off behind. I have used a few assets from an asset pack I currently have on my Cubebrush store page, which are the gas bottle's, traffic cone, bollards and the fence and gate.
I am currently working on materials in Substance Designer, and texturing the bins in Substance Painter. I am creating everything myself from scratch, and will try to get the most photorealistic result in the end.
The warehouse door will be the focal point, with mist and lots of light emitting from behind the partially open door. The setting will be similar to Homefront, it is an abandoned town with the older buildings being used for other purposes by any remaining people.
I will be working on this a lot over the next few weeks, and hope to have it finished around the end of that time too so I can add it to my portfolio.
![](https://us.v-cdn.net/5021068/uploads/editor/gm/yyaxpdk7hyoh.jpg)
![Image: https://us.v-cdn.net/5021068/uploads/editor/81/53k1qg25zx8z.jpg](https://us.v-cdn.net/5021068/uploads/editor/81/53k1qg25zx8z.jpg)
![](https://us.v-cdn.net/5021068/uploads/editor/5s/vhr0fzqgs1gg.jpg)
Replies
I will give a breakdown of my assets and Substances as I get them closer to my desired end result.
If anyone has any tips for creating a slightly varied floor material similar to what I have already. it would be greatly appreciated. The material there is a unique texture set painted in in Substance painter, just to get a rough in engine look. I will be looking at vertex painting it with my own materials, as the current ones are in Painter.
I have also been playing around a lot with different lighting, and have used for the first time volumetric lighting, which gives me a nice effect with the light behind the door.
The bollards, trafic cones, gas bottles and fences are all on my cubebrush store page, and were the starting point for this project, i wanted to create an environment which could utilise these assets, and allow me to create a new set to go with them.
The bin is still work in progress, it needs more normal and roughness details, particularly on the wheels and the lid. i will the be working on litter and a set of cardboard boxes and wooden pallets.
I have also textured the manhole cover and the door with an initial texture pass, I will need to go back and edit some of the materials, specifically the door to add the rust in areas that make more sense as its a bit too random at the moment.
I will be looking at adding all the air conditioning and ventilation assets to the walls next, along with drain pipes and looking towards adding a range of litter to add some micro details to the scene.
Any feedback will be useful and help towards my next environment.
I will be doing some breakdowns of some of the assets, and will be making some of the models for sale on cubebrush.
It's also important to think of not just whether or not something IS dirty, but how it GOT dirty. On the garage door you have what looks like a basic noise of rust, but rust tends not to behave in repeating patterns. It centers in certain areas, and drips down in other areas. Some spots are even different colors. The same with the fence, you can see the repeating pattern, but it doesn't match up with where real rust would form.
Roughness variation would also do a lot to help create interest in the textures. Don't be afraid to exaggerate a little if you have to.
As for the lighting, pick where you want the key light to be. Right now it's the three light poles which aren't very interesting and don't draw back the eye to the really interesting parts of the scene. Behind that, the door light or the garage light both seem to have key light potential but they're fighting with each other a bit.
I'd suggest turning the lights off on the poles nearly completely off and to a cooler color, turning the light coming from behind the camera off, then pumping up the light behind the garage door so that it spills light out all over the alley. You've got the pipes going into the area, which has a fantastic sense of mystery and creates a compositional focal point all on it's own.
Can't wait to see what comes next!
I am trying to get into the games industry as an environment artist at the moment, so I am trying to give my portfolio a big refresh and start launching CV's out again.
Below are some final renders from slightly different angles and locations, and a few breakdowns of the assets used, showing the wire frames, triangle counts and textures used.