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Sci-Fi Hallway

Vidati
polycounter lvl 2
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Vidati polycounter lvl 2
I'm a total noob and still learning. this is my latest creation. 

I have spent a good amount of time on texturing this time and im starting to get it, i think.
Modeled in Maya LT, Textured in Substance painter and rendered in UE4.

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  • alytlebird
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    alytlebird interpolator
    For a beginner, this is a great start. :) You've got some very decent lighting, and a good modularity setup.

    But I would encourage you to work on a few key areas with your texturing. The biggest issue I'm seeing is an overuse of the triangle material, which I believe is one of the more recognizable default materials in Substance Painter. You've put it all over the place, and in spots where it doesn't make a lot of sense, like some of the storage doors. Those should really all just be uniform, or variations of the flat metal material. Think about the reason *why* a surface or object would have that kind of material... For instance, the use of that material on the ceiling makes more sense; it looks like padding of some kind, although the question remains as to why it's on the ceiling.

    Another texture issue I'm using is an overuse of stamps. They're... everywhere. Just try toning them down, try adding more detail via grunge. The dotted lines on the floor by the door are very clear defaults from Substance Painter, same with the arrows and triangles on the door. To other people in the field who use Painter, stuff like that is going to stick out like a sore thumb. Find a way to work around that; for this instance, try stamping twice on either end of the panel, then erasing the middle line, so it looks like the dotted line continues all the way around the panel. It will still be somewhat recognizable, but less so than a single stamp.

    Last thing is specularity. You've got some nice specular variation on the door, but it's not matched by the rest of the panels. Everything is very flat, no details aside from the aforementioned alpha stamps. Find a way to break things up a bit. Even clean metal can have specular variation a la microsurface details.

    Hope that helps. :)
  • Vidati
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    Vidati polycounter lvl 2
    Thanks a lot for the feedback. will do better job of texturing next time  :)
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