Hell all, my first post on Polycount. I am someone who took a psuedo-break from 3D ( as in still doing it, but not as much ) and now plan to get serious once again and hopefully land a job.
One thing I need to take a look at is my texturing ability. The following 3 images are simple textures I created rendered on a flat plane with normal+specular.
My texturing technique is pretty varied although I follow the rule to "be original" IE no photosourcing from online sources. Everything is either handpainted or sourced from photos I personally took myself.
Anyways, here they are. All crits are welcome especially if you see a flaw in technique shared by all 3 of them.
A simple wall with Mech style design. X axis is seamless.
Texture intended for a capture the flag ( Red base ) type style in rainy wheather. X axis is seamless.
A sci fi conveyor belt. Seamless on all sides.
Replies
at the same time the second texture is too shiny, especially in the bullet holes. even if its raining, the interior of a bullet hole is very rough, no amount of water will make it shiny all the way around like that.
the rest doesnt look quite right either, the wet and shiny concrete should have a darker diffuse than the duller, drier concrete.
sci fi conveyor belt looks good, but that is up to your imagination as to how it should look, so I cant compare it to anything real
anyways, looks pretty good so far.
and welcome to polycount