Hello, polycount!
I'm currently working on a project to add to my portfolio. I want to make a scene that has a realism style that is similar to gears of war, Fallout 4, Skyrim, ghost recon: wildland, etc. So I decided to make a vintage mantel clock that is set up near some tools and other objects. I'm hoping to learn more about making realistic textures in substance painter which the props will be set up in unreal engine 4. Then I want to practice on the lighting a scene since I'm still pretty new to setting up the lights. It will mean a lot to me if you can provide some feedback on my project since I'm aspiring to become environment/prop artist in video game industry.
If you are willing to take a look at my portfolio, I will like to know what projects do you think I should remove it and what I need to keep in my mind to improve on for this project and future. (
https://www.artstation.com/tythomas063 )
Softwares: Maya, substance painter, Unreal Engine 4
This is the reference photo of the scene and lighting that I want to make of:

This is the reference photo that I'm using to make the vintage mantel clock:

Here is my Mantel Clock that I just made:

Any feedback of my texture so far? (ignore the background and white box lol)
I will be uploading more images of my project once I make some progress!
Thank you for your time!
Replies
I will update more once I create more props and make some change to the lighting.
I decided to make some changes to the setting and space because my previous scene seems too bland while the wall with wood planks has too much noise that can be distracting to the viewers. So I decided to use a concrete texture for the wall to reduce the "noise". Then I created a watch gear that is not fully developed to show that the watch gear is still in progress to be finished by a character to add little of the storytelling. I also modeled the table and textured it in substance painter. I added some specks of dirt, cup drips and stained to show that the table was used for a long time. I'm still creating more props including books, old posters, picture frame, and few other things. Any feedback will be greatly appreciated.
Cheers,
Tyler
Great start!
Here is the screenshot of recent changes I made to my scene:
I added the posters on the wall to show the personality of the character's interest. I also add the textures of the books. Then I modeled and textured the picture frame. I'm still finding a picture to add to my picture frame.
I will upload more screenshots after I create more small props since it still feels little empty.
Cheer,
Tyler
Hey everyone.
I created a few assets which are a coffee mug, toolbox, and several papers on the table. I also adjusted the lighting to make it darker in the background behind the lamp. Then I added the bloom effect and increased the AO by the post-progress. The issue that I'm facing now is that I'm not sure why the screwdrivers and all of the cogs and rings are not dropping the cast shadow. The lighting(stationary) is baked and the cast shadow is activated on all of the props. I thought it looks pretty odd without any cast shadow. Any advice?
For next parts that I will be doing is that I will be adding the picture in the frame and might add more detail(ornament) on the mantel clock on the bottom wood part of the clock. Then I will adjust more things in the post-progress setting.
Any critiques are welcome.
Cheer,
Tyler
I made some changes to the lighting and post-progress. I added watch plates by the lamps. I adjusted a little bit to the mug's shape since it was too curvy. The picture was also added to the picture frame.
Any feedbacks are welcome.
Cheer,
Tyler
What do you mean by slightly squished? Do you mean it looks thinner by the side or front view?
Hey everyone,
I decided to make a video of camera fly through the scene. I'm wondering if it is a good idea to add the video to my portfolio? I'm including the screenshots and wireframe as well. I feel this is pretty much done as I could not think of anything else to add or edit my project.
Any thoughts?
Cheer,
Tyler