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Bunker level kit (W.I.P) feedback wanted

I'm a 3rd year university student and I'm starting the creation process of developing a bunker room level kit for part of my course. This is my progress so far. I used blender for the modelling and substance painter for the texturing and would like some feedback on how I could make any of it look better mainly from a texturing point of view since that's where I'm lacking in experience and skill.

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  • Fabi_G
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    Fabi_G veteran polycounter
    Hi! I recommend sharing the references you're using too, so people look at the same source as you.

    If this is for a game project, I recommend getting this into engine early and frequently checking there while working, using the game camera. Overall it might be worth blocking a play-space out first, then making it pretty. 

    What is your approach to texturing? For level modules I would look into blending tiling texture sets using masks (vertex color, texture map using second UV channel?) Ideally you'd want some depth where you have wall damage. There's multiple ways can achieve it and you need to evaluate what approach makes sense. Options that come to mind: displacement, parallax occlusion mapping, actual modeling of the damage (boolean cutout, revealing lower layer, cover edge with a strip), ... Additional details could be added using decals.

    Perhaps the 'Modular environments' page in the wiki contains some information you can use for your environment.

    Good luck with the project!
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