Hey, your name is one letter off from my last name (Baily/Briley) heh, just thought that was funny. Snake, there are quite a few things that you could do to improve your uv layout, 1: would be to not seperate most of your connecting pieces, it becomes a pain to make them look natural. 2: You can also mirror a few pieces such as the grey section next to the book, the piece underneath the winged hammer and use that space to maybe enlarge the beard, as in your piece where the beard ends into the feet tends to reduce in pixtel density and makes the deep lines in the stone(beard) all the more noticiable. On your texture sheet you might want to keep the side of the tomb in one piece, with the top and side connected, but only do 1/4 of the tomb, then just mirror those sections around, think of it as a box with 4 sections, your pretty much doing it now except for the 2 medalion sections on the side with differetn gods. Maybe put those on the end, or have 3 medallions on the side, I did a quick draw over to show where you could rethink your texture layout, the red lines are where you can mirror, just a few suggestions.
Thanks for the suggestions, for some reason I never thought about mirroring those points that you laid out. On the medallions I just tried to follow the concept.
This is not my concept just something I was given. Well the main reason the layout looks like this is when I unwrapped it I took the indivdual pieces of it and use a 1024 by 1024 texture size and painted them and then put them back together on one 1024 by 1024, that helps me focus and not be in a hurry when im painting something. Maybe I shouldnt be pointing that out but ehh , what can i do. I will actually go back and use those suggestions. Thanks again
snake, that technique is not a problem, just clone your mesh, redo the UVs nice and clean, then bake the diffuse from the original to the new uv layout.
hey Snake i was wondering how you painted the textures? did you use the concept and skew the medallions or start from scratch?
As far as your tomb, its looking pretty good i would give certain areas more texture space, for example the side of the tomb has more detail than the boot so it commands more texture space unlike the boot which has less detail..this will decrease the blurriness on the side of the tomb.
if you do take Spark's advice and use symmetry on certain pieces, i would put the medallions on a plane and just overlay them on top..try utilize all 1024 space as possible by compacting everything together..
Yea I did everything from scratch, I just used the color picker in photoshop and grabbed the base from the concept and laid that down. Then I used a darker version of the base and set out the outline of the face. Once that was done I figured out the light source and this case it was coming from top left and use a lighter color from the base and then pick the base again and chose a darker color from that. Then went back and picked an almost white for the highlight. The wings took me about 3 hours to do.
Ill go and do a short step by step for the medallions and also show how I did the texture for the cement.
I think aside from what's been mentioned already, you really need to look into dirtying it up a bit. Everything is clean, which makes it looks very very fake.
Tomb carvings of that sort tend to collect lots of dirt in corners and grooves, but this texture is immaculately clean, and that ruins the look.
Looks alot better on the uv layout Snake. A good thing to remember is that if you mirror in texture, then mirror in the uv's, and if you want to add some different detail to a section, just have an alpha plane to help you get some variation.
Replies
Spark
www.bbriley.com
This is not my concept just something I was given. Well the main reason the layout looks like this is when I unwrapped it I took the indivdual pieces of it and use a 1024 by 1024 texture size and painted them and then put them back together on one 1024 by 1024, that helps me focus and not be in a hurry when im painting something. Maybe I shouldnt be pointing that out but ehh , what can i do. I will actually go back and use those suggestions. Thanks again
As far as your tomb, its looking pretty good i would give certain areas more texture space, for example the side of the tomb has more detail than the boot so it commands more texture space unlike the boot which has less detail..this will decrease the blurriness on the side of the tomb.
if you do take Spark's advice and use symmetry on certain pieces, i would put the medallions on a plane and just overlay them on top..try utilize all 1024 space as possible by compacting everything together..
Ill go and do a short step by step for the medallions and also show how I did the texture for the cement.
Tomb carvings of that sort tend to collect lots of dirt in corners and grooves, but this texture is immaculately clean, and that ruins the look.
Spark
www.bbriley.com