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[WIP] Garden Gnome Diorama

polycounter lvl 3
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jamecz polycounter lvl 3
Howdy, I'm currently working on a little environment diorama which will consist of a garden gnome and some little shrubs/plants. I sculpted it based loosely off of a gnome I found online and retoped in maya. Baked the textures too and I'm liking it so far, but any critiques or advice would be great!

What I want to accomplish with this is to fully use procedural texturing texhniques. Strictly a smart material in Painter for the gnome and procedural leaves+dirt+grass in substance designer

My topology:


The bake results:

The texturing style I'm going for:



Thanks for looking!

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  • jamecz
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    jamecz polycounter lvl 3
    Did a bit of texturing tonight but it's definitely not quite there yet. I feel that the paint is too splotchy to be quickly readable and perhaps a slight tint to the concretes hue in the specific areas could help make it feel more graphic and easy to read (for example, where the red paint in the hat "soaks" into the porous concrete), but still retain its splotchiness and grittyness.



    Texturing an realistic object straight from a reference can sometimes bring results that are too hard to read and I feel that everything on a screen needs to be just a tiny bit graphic due to it being smaller than the object in real life. Do most people think this way when texturing realistic assets or do you go straight for the most realistic texture you can? 
    Aside from all that the concrete feels a little too rough and the splotchiness of its hue is a little too prevalent for my taste. Any other critiques are very much appreciated!
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