I finished the rough texturing phase today, I think I may take the piece an iteration further in texturing at a later date but I think it is final for now, what changes do you guys think I could make to make it look extra crispy?? I am generally very happy with where it stands now but every aspiring artist needs critique. I will be posting more renders at a later date on Artstation in the future. I have had a blast participating in this challenge and will continue to be impressed by your posts, thanks in advance.
Global illum. in the second image is a little high but I was excited to share anyway
Thanks a lot @Finnn... I normally have to take extra special care
in the area because I have a color deficiency, thus meaning I can't see
small differences in shades of similar color. I see browns, reds, blues
and purples a little differently than other people so it really helps
having someone to give critique on that! Thanks again for reiterating
how much focus I should put on the color theory of the model.
Oh sorry to hear that. Maybe you using the greyscale technique Larry mentioned can help you!
Sure, @Decordova360, I'm gonna get on marmoset and get some more angles going, I'll have them posted in the next day or so, thanks so much, those are both base substance painter materials I tweaked with to make look like such. I will definitely took note to the grayscale technique Larry mentioned, it seems very useful for getting values right to a T.
@Finnn Thanks a lot! the color deficiency doesn't bother much, just gotta give that part a bit more care, like I said
@Gustavo_Elliott Maybe make the roughness a little dull with some grunge mask (subtle stuff like finger print, dirt, dust, and or weathering), unless you're wanting this look for your asset.
Here is some progress with my attempt, Whenever I try these challenges something usually fucks up which prevents me from finishing them hah, Anyway, I am trying to stay true to the concept while adding a kind of heroes of the storm/clash of clans style to the model so it looks good from a mobile/rts perspective
@Gustavo_Elliott Thanks! I sculpted it in Zbrush with an alpha, yes. I had it lying on my computer for sometime, if you type "height map alpha" on pinterest there are some pretty cool pictures that require a little bit of photoshop to get rid of the artifacts and then act as perfectly nice stencils. Also i think it would be a nice excercise for you if you re-textured it, and not use any pre-made materials from substance.Everything you can do on substance designer you can do on painter too. I'm saying this after i re-textured mine alot of times since my texturing skills are the worst, and they bring down my models. I feel i made great progress, although there's much more to be done.
@Finnn Thanks! I started experimenting by having the word "contrast" all the time in my head. There are many ways in which you can apply contrast on textures,and make them more visually appealing. I'm using contrast through roughness on a micro/macro scale(meaning both in microsurface and in each individual piece),with height, with warm and cold colors, and through saturation!
This is my end result, after going the extra mile and adding some presentation gonna upload more pictures on my artstation !
finishing up the high, just need to do the sword&shield and will start the retopo, pretty sure this is going to be all unique UV space, except for the stone walls of the house, which will have a tiling texture. any crits appreciated
The high poly and low poly are now complete, using a variety of modelling techniques but mainly traditional Sub-D and Chamfersmooth. A red material was used to indicate mirrored and duplicate shells to save on UV space. The back handle ring looks a little choppy - I'll see how this looks with bake and add loops if needed. I will unwrap this quickly at the expense of efficiency and optimisation as I know how to unwrap and want to use my time effectively.
Today is the final day of the challenge, This is what I've got. Didn't have time to retopo/texture it, and need to add the Sword&Shield at a later point. Good work everyone, really enjoyed this
A bit of a late update from me. It took longer than I was expecting as I kept revising parts to add more detail, but didn't want to leave it. I would have liked to add more detailing in Substance painter but my PC was really struggling once I'd added a few layers. Modeled in Blender, baked in Toolbag, into Substance Painter then rendered in Eevee.
A bit of a late update from me. It took longer than I was expecting as I kept revising parts to add more detail, but didn't want to leave it. I would have liked to add more detailing in Substance painter but my PC was really struggling once I'd added a few layers. Modeled in Blender, baked in Toolbag, into Substance Painter then rendered in Eevee.
I really liked the emissive cylinders you placed as electricity good job overall !
Replies
Your result looks nice, well done!
Love the texture, can I bother you for more shot angles. The gold really stands out and the brushed metal too.
https://polycount.com/discussion/208929/monthly-environment-art-challenge-concept-thread-march-and-april-2019/p1?new=1
~kade
Thanks! I sculpted it in Zbrush with an alpha, yes. I had it lying on my computer for sometime, if you type "height map alpha" on pinterest there are some pretty cool pictures that require a little bit of photoshop to get rid of the artifacts and then act as perfectly nice stencils. Also i think it would be a nice excercise for you if you re-textured it, and not use any pre-made materials from substance.Everything you can do on substance designer you can do on painter too. I'm saying this after i re-textured mine alot of times since my texturing skills are the worst, and they bring down my models. I feel i made great progress, although there's much more to be done.
@Finnn
Thanks! I started experimenting by having the word "contrast" all the time in my head. There are many ways in which you can apply contrast on textures,and make them more visually appealing.
I'm using contrast through roughness on a micro/macro scale(meaning both in microsurface and in each individual piece),with height, with warm and cold colors, and through saturation!
This is my end result, after going the extra mile and adding some presentation
gonna upload more pictures on my artstation !
You can check it on sketchfab as well!
https://sketchfab.com/3d-models/steampunk-taser-baton-236833603959432bbc5b3c2f0e6399f7
The high poly and low poly are now complete, using a variety of modelling techniques but mainly traditional Sub-D and Chamfersmooth. A red material was used to indicate mirrored and duplicate shells to save on UV space. The back handle ring looks a little choppy - I'll see how this looks with bake and add loops if needed. I will unwrap this quickly at the expense of efficiency and optimisation as I know how to unwrap and want to use my time effectively.
https://polycount.com/discussion/209269/monthly-environment-art-challenge-march-april-2019-59/p1?new=1
Modeled in Blender, baked in Toolbag, into Substance Painter then rendered in Eevee.