Home 3D Art Showcase & Critiques

Bethlem (Asylum) Texture Set Wip

polycounter lvl 18
Offline / Send Message
commander_keen polycounter lvl 18
I have been working on some textures for a new project the last few days. They still lack normal and spec, but they are comming along quite nicely I think.

floor_woodplanks1wip2.jpg


wall_strip1wip2.jpg


floor_tile1wip2.jpg


floor_tile1awip1.jpg


More soon smile.gif

Replies

  • uk_resistant
    Offline / Send Message
    uk_resistant polycounter lvl 17
    just a little thing, on the bottom tile texture, the tile which is slanted isnt completely within the uv space, meaning it wont blend in. Where the tile overlaps it will just cut off in favour of another texture (either itself or the one above).
    Good texturing artwork apart from that.
  • pior
    Offline / Send Message
    pior grand marshal polycounter
    I love that wall strip! Maybe add some complimentary reds in there?
  • IxenonI
    Offline / Send Message
    IxenonI interpolator
    Hey man,

    they look really nice. Dont forget to sharpen em a bit in the end, they look a little blurry.

    In Addition, you could consider to include a few more rows of wooden planks in the first one, as right now the planks are really large and you could easily squeeze another one or two rows in.

    The same gos for the floor texture, which looks really cool but if thoes tiles are relatively small you will be able to see the tiling quite quickly.
  • commander_keen
    Offline / Send Message
    commander_keen polycounter lvl 18
    Thanks for the comments smile.gif

    uk_resistant: i just noticed that after posting, but when i looked at tiled, it didnt look so bad. It looks like the slanted tile is jammed into the other one and squished a little bit. heres an example:

    floor_tile1tileexample.jpg


    Pior: i may add more complimentary colors in other textures (maybe have a few rooms that are more redish) but i want to keep the same yellow/green color set for my main textures and let my lighting do most of the color contrasts.


    IxenonI: its strange, i started the tile texture as a 8x8 tile version, but when looking at it, it looked too big for some reason crazy.gif . anyway, the tile textures are meant to be used interchangeably, and i will have lots of paper, dirt and other overlay decals for use in game so im not really worried about tiling of them too much.
  • MoP
    Offline / Send Message
    MoP polycounter lvl 18
    Looks good, I like the colour consistency across all of them ... although I'd probably make the wood planks a little darker and a tad less green, and sharpen up the cracks between the boards.

    I'd be interested to see a 3d model or level textured with these, are you planning to use these in a specific game engine?
  • adam
    Offline / Send Message
    adam polycounter lvl 19
    Hey man, good job on these. At 512x512 those tiles might seem a bit big in whichever game their for, try adding more tiles to it (like another row & column).

    I second seeing some of this stuff get done as geometry.

    Also, be careful:
    careful.jpg

    Some areas are easily noticeable as repeated details.
  • commander_keen
    Offline / Send Message
    commander_keen polycounter lvl 18
    The idea is to make a UT2007 map with these, so the engine is UE3. I am currently testing them in RoboBlitz and getting a good idea of what I want to do with lighting.

    AdamBrome: I will try to fix that.

    and two more:
    wall_crackedplaster1.jpg

    wall_crackedplaster1trim.jpg

    the top one tiles in all directions, and the bottom one tiles into the top.
  • commander_keen
    Offline / Send Message
    commander_keen polycounter lvl 18
    one more somewhat quick one:

    wall_canvas1.jpg
  • commander_keen
    Offline / Send Message
    commander_keen polycounter lvl 18
    Testing out some materials and meshes ingame:
    materialtest1.jpg
  • Kuzo
    Offline / Send Message
    Kuzo polycounter lvl 17
    Looks really good. Are you going to have props in there too (wheelchairs, stretchers, operating tables)?
  • vahl
    Offline / Send Message
    vahl polycounter lvl 18
    as you seem to be using the unreal engine, I'd suggest to replace that "broken" tiles floor texture by the "clean" one and just use the bsp or a staticmeshes to weather it, it will be way less uniform and actual 3d, so it will definitely look better...I'd preferably go for the modular floor panel that can be connected to the bsp if you need to cover big surfaces...
Sign In or Register to comment.