This is a project that i've been working on for the past few months. My goal is to make this small environment scene in the current World of Warcraft style, mainly its supposed to look like a scene that belongs in the Tiragarde Sound region in the game! I wanted the building to be a bakery, so thats why ive added some four bags, a table with bread, etc. Any critiques or comments are always super helpful, thank you!
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If I remember right, the World of Warcraft style has a lot of gradients and ambient occlusion in the textures. Adding those into your textures could help you achieve the softer look for the lighting. It also looks like WOW is using the texturing technique where brighter parts are less saturated, and darker ares of the texture have more saturated color. I'm sure there are some good tutorials out there on how to mimic the WOW texturing style if you need them.
One last thing, It looks like the Tiragarde Sound level has a pretty strict color pallet. If you you stick to the same color pallet it would help your scene look like part of the city.
You have a good start, you just need some more polishing to achieve the look and feel of the WOW art style.
Ive tweaked colors to match more properly the color pallet of Tirigarde Sound, I've also played with the lighting to make softer shadows and I have a sky light.
- Decrease the tiling of the ground materials. Make grass falloff more sharp.
- There should be something behind the trees. Maybe mountains?
- I think you need to start making your props in ZBrush if you want that WoW feel.
Awesome! Can't wait to see the progress. Already in the latest screens it looks miles better than the first!
Ive made a new tree branch/leaves texture which will hopefully help the leaves to not look so bulky, and also closer match the style of my reference!
Looks like a long string coming from the tree, and that whole left side of it looks to have almost no leaves on it. Very odd looking gap.
Ive added a second grass texture to add dimension to the ground. I also re-textured about half of the props, bringing them into zbrush and making highpoly models, then baking and painting in substance painter!! Also god rays because they make everything look cool
One thing I would touch up on is the dirt path leading to the building. It has some obvious tiling and I think needs a bit more variation to help break it up. Maybe you can blend a cobblestone texture on top of the dirt to hide the repetition. Something like in this screenshot for example
@Dreyzie I totally agree. I actually tried to make a path similar to that but it did not turn out well, I think after watching some tutorials I will attempt it again. Do you know any good tutorials on how to make good stylized ground textures?
I also see you're going for a cooler tone in the image, but its looking a bit too brightly blue over everything, if that makes sense. I'd decrease the amount you're adding in post and remember that less is more.
Also ill tone down the blue for sure, now that im looking at it its defiantly a lot
Im so happy with how this piece turned out thank you to everyone who helped me reach this point!!! (especially @Ashervisalis for commenting so frequently)
On to the next!