Hi all!
I'm throwing yet another ball up in the air here.
Recently I've felt that my texturing skills need some brushing up, so I started making a texture from stratch, hoping that I could make a small environment from rich textures and simple geometry.
This is my first texture sheet:
It's still not done, as I want to work more on the frame (top and bottom)
It's rendered in marmoset, and I used nDo to generate the normals.
I'd love to hear any crits you may have!
Cheers!
Replies
IS this supposed to be clean ?
If that, there is really nothing to add.. clean texture should be just clean and smooth, and all "painting" should come from lighting and shadows.
If you want it to look more aged, you should add scratches, and small dirt.
Thanks!
Is that screws are from the eat3d pack?
Change the spec/gloss intensity between the panel and the black bar.
@igi: The screws are made by me.
@_Erik: Yeah, the seam is noticable, and I'm working on getting it out of the way ^^
The normal map advice was really helpful, and I think it looks a lot better now! Thank you!
Here's with some minor adjustments and the normal map change:
Cheers!
Beyond that, the subtle variation in there works well and I dig the dirt buildup.
It's supposed to be metal, but when I added the normal details I thought it looked cool as concrete, but then I realized it had screws in it, so I kind of messed up there.
I will get back to it tonight and finish this texture sheet up, as metal.
Thanks for your comment!
maybe add more and make them smaller? idk. Other than that it looks good.
Great stuff disting, it's been a while I've seen stuff from you! )
one of my main concerns is your damage placement. remember that things get worn because of interaction, and if this is an indoor wall, it would get more worn towards the bottom where dirt would gather from people and things bringing it in from the outside world. so yeah, you gotta mask the dirt off from the top areas!
don't forget: paint on metal reads like paint, not metal. in sci-fi art, paint usually reads best as high-gloss with some thickness, so you CAN use that normal map overlay if you wish in conjunction with a higher gloss level for that material. if you're using a gloss map, you can try creating material contrast by having glossy, slightly pitted paint that gets worn off, exposing a flat bare metal.
you might also want to consider changing the color of the tan paint to something more striking, because the tan you have now looks similar to concrete.
I remade the bolts, removing the philips version and replacing them with flat tops and making them smaller.
I also added some small wear and tear and made the bottom dirtier than the top.
Here's what I have at the moment:
Cheers!
Yeah, I'll make the yellow more worn. Already worked a bit on it, but I'll grunge it up a bit more.
I added a stair and made some minor changes to the floor.
Thanks for the advice! I added some welding seems.
I also started working on a door.
it's tempting to keep laying on the dirt and grime and shitting everything up, so it's always nice to see some cleaner textures
Here's a really quick sketch I threw together so that I have some form of overview of my idea of the room.
The basic idea is that the main floor area will be a waiting room with a monitor or two showing news or some information, a few benches and some plants to break up the repeating lines and to add some more color.
also I'm not sure about the single handrail in the centre of such a wide step, It just looks a little odd to me.
Very good points there!
I'll probably add a 1/4th curved corner sofa in the corner by the stair just like you said.
About the handrail, yeah, I was a bit sceptical to it as well. I think I'll either add 2 more rails, or remove it.
I will be back later with a revised concept. Thanks for the help!
Here's what I have so far:
I know it doesn't look like much at the moment, but I'm learning as I go.
The previous lighting was much much better though!
Care to share how you did them? Pretty please?
Yeah, I agree about the lighting. I just wanted to try and see what it looked like if I went for a more horror like look.
I'm having some problems with the lighting though.. When I increase the light strength all colors get washed out.. I'm guessing this has something to do with Color Grading, but I'm kind of lost when it comes to that.
Also, I'm having some problems with the specular and gloss. In Marmoset Toolbag I managed to use the Gloss map the way I wanted to, but in CE3 it doesn't seem to make any difference. (Yes, I have enabled it in the shader params as Diffuse Alpha)
If anyone has experience in this engine, I'd love to get some input on this.
@SaferDan: Cool! Gonna check it out if you make a thread!
I can post the texture flats later when I get back home.
Thanks!
Good stuff in here so far...
Changed the lighting and fixed some materials. I also created a ceiling light.
I'll start modeling and texturing the rest of the room now, along with some props.
@S2Engine: Do you want them brighter? Because I darkened them quite a bit to make them stick out less.
I made a quick video of a WIP computer terminal I made. Again, it is very much WIP.
Here's the video: http://dl.dropbox.com/u/2871613/monitor.avi
Cheers!
Good point!
I've been trying to get a proper light set up for the ceiling lights, but I can't seem to figure it out. Do you know how to do it?
Cheers!
Also, tried to check out the video but I couldn't get it to play on my PC for some reason. Any chance of a Youtube or Vimeo upload?
Here is a new shot showing the new floor for the recreational area and the new console.
The console will probably not be there in the final scene, but I just wanted to put it somewhere.
I'm planning on making the recreational area a huge contrast from the service hall way.
I started working on a news ticker (which is actually animated to go around and around ^^) and I moved the terminal in order to make room for a reception.
I'm still to add furniture and other props, but hopefully you'll get some idea of what I'm trying to do here.
Well done BTW the lighting is sex.
Not at all, go for it! I love your work btw!
Here's an update:
The computer monitors at the back will look different, but I wanted to show you some progress before I went to bed.
The floor texture looks pretty awesome but also looks like some surface one would find outdoors after the rain.
The micro details (textures/materials) look awesome, but you need to work more on the macro details (meaning, functionality, design etc...).
Keep up the good work!
I understand what you mean and i agree. However this is only one side of the room. Oposite of the service hallway will be the main entrance and i still have a whole bunch of props to make.
I have a final image in my head but its kinda hard to show since i cant draw. >.<