Here is a test Barrier I am working on for texturing practice. I know it has alot of repeating things but i haven't gone over it with more layers to hide it. I also know I havn't textured the rebar pieces. I wanted to post it now so i can get the best C&C early in the creation process and not have to go back & redo alot of parts. Thank You!
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Also, I'm not sure if you are making this from any reference, but yeah, the textures is a little repeated and I'm not sure what those green squares are.
This is good for some texture blending reference. Also this is a 3D concrete barrier done, you can see the damage and how the texture looks bumpy on it.
I hope these are good examples.
Also, how are you texturing this? Is this just a repeating texture put onto it to wrap, or is it unwrapped and you are laying out the textures on the uv map?
Here is an updated version. still no rebar textures yet. There are groups titled graffiti, damage, cracks, fluids, blood & stains that have about 50 layers each that I can turn on to make endless variations. The picture below only has 1 Graffiti applied. I made it look less repeated even though the moss looks alittle bit repeated. There is no Specular or Normal map yet.
Like jimmypopali said you could so with adding a few more polys in there, maybe modeling in some damage.
I assume the moss is the green bit? It doesnt look much like moss, as far as i know moss tends to start tpo grow in ledges and cracks and it certainly isn't square!
also you should try and fade the graffti into the barrier it looks brand new!
and is this a tling texture or unique? It looks like you are tiling it atm which is fine but like you said it's repeating quite a bit! If i was doing it id have unique UVs then you can bake a nice AO and have some nice grunge that isnt so "thrown about"
It's a good start though
get this...
http://eat3d.com/pillar
I can see how the brushes you're using in photoshop are repeating and that's not too good. Overall I'd mellow it down a bit, especially with the green.
BTW. you missed a lot of details that can be seen on such an object (hole at the bottom, hooks, some nice damage).
also i have never seen any bars bend at the topo like yours do. Do you have reference for it?
Having said that i just did a google search and they dont seem that popular and although you have seen them i don't think many other people would recognise it and from the point of view of a player in a game it might be viewed as wrong? Who knows, maybe im nit picking too much!
here ya go..
@Fr0stguard that is a sexy stone barrier my friend! I like it alot a big improvement can we see your uvs, it still looks like its tiling?
I did a super quick paint over with just a few concrete textures from cgtextures. right now the lack of color variation and the repeated details on the texture are killing it. every detail is the same size.
getting some larger splotches and stains in there will really help make it more readable and believable. some cracks and spots to break it up would help. also, rendering on a background that is dark grey or a gradient would help with the presentation plure black or white render backgrounds tend to look bad. hope this helps man, cheers.
@SaferDan: It is tiling it wasnt the UV's i accidentally just put the concrete picture i was using for the texture as the material for the concrete part instead of the uv textures.
On a side note does anyone have a tutorial or knows how to make a map of the uv's so i can ovelay them on my texture to make sure stuff is where it belongs without having to save every 5 seconds & look at it in MAX?