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The BRAWL² Tournament Challenge has been announced!

It starts May 12, and ends Oct 17. Let's see what you got!

https://polycount.com/discussion/237047/the-brawl²-tournament

Feedback - Location from Blade Runner 2049

Hello Polycount community! This is my very first polycount topic and coincidentally my first finished 3D artwork. I uploaded it on ArtStation here: https://www.artstation.com/artwork/Ov5XY8

I modeled everything in Blender: highpoly, lowpoly; then I baked normal maps, ao and curvature in Marmoset Toolbag 4; textured everything in SP and finally uploaded all textures back to Blender, set up terrain and lighting there and made renders. 

Before starting texturing process i divided all objects into 10 texture sets, each of them is represented by a different color on picture 5. I really wanted my textures to look as detailed and realistic as possible but I'm afraid that this could screw my textile density (picture 9). Maybe I could ask your advice on how I could distribute the textures better? My main problem was the walls, since I wanted them to have unique damage details (cracks around the pipes insertions, leaks under the drain etc) so I unwrapped them all on a single UV sheet, which made them take up so little texture space! Basically my question is: how can I keep the crispy details on a huge object, which can't be optimized by texture/model repetition?

I could manage to optimize wires by creating them as arrays of cylinders following a curve path, each cylinder having a small tileable texture, which I thought was very smart tbh :) But if you know a smarter way, tell me!

Overall I welcome critique on any part of the process: topology, baking, textures, unwrapping, lighting,  just appearance. Maybe you could share some of your knowledge on the best way to make terrain in Blender? I'm sure I could improve something on every step.

Thank you in advance!


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