Hello all and welcome to my sketchbook. This will be filled with mostly 3d work with a huge focus on getting my texturing up to industry standard. Although there may be the occasional drawing and sketch in here just for fun! So please crit away tear everything apart, it will only make me stronger*evil laugh*....yeah..on to the art then!
First up is a door based on this concept
HighPoly
LowPoly
Replies
Jessica that means a lot coming from you, your hand painted textures look awesome!
I took a look at my work and saw I really lacked a good high to low poly bake. So after awhile I decided a storage crate was a good way to go.(we all gotta make one sometime right?) Still not done, I forgot to unwrap the top sides but I think it came out pretty good.
http://www.thecontainerman.co.uk/images/20ft_Used_Storage_Container.jpg
Afaik the paint/finish on those things is reflective enough to pretty much totally knock out the diffuse color under bright light.
1612 Tri's
1024x maps
The tape at the bottom and top i don't think would be that untouched but as a whole you did a really good job
My only issue is the amount of photosourceing I had to do for this prop. Of course it is edited and not just slapped on without a care but I am not quite sure if a high poly wood plank and concrete block is worth it for such a small prop in a huge scene.
First off is the reference
Then mine so far
For that concrete building piece you have there, I think the mold/algae you have there is kindof random, I would think it makes more sense for it to be found in more crevice areas, or dripping from the top. Also, what is that off-white side piece on the block? Is that supposed to be a corner piece? If so, it is not wrapping around the side. But anyway, I might be wrong about that, maybe that's how that building is really supposed to look haha.
As far as doing lots of photo-sourcing, I wouldn't worry so much because now your library is bigger for future props and projects xD Good luck with this project, I don't think it will be too hard to blow the ref away - the textures there are baaaaad xD
There will be changes to the shenmue props soon but for now im taking a break and doing something really fun. I'm taking this concept from Jessica and doing not only a realistic version of it but a handpainted one too! This is going to be fun.
(working on the bottom right one)
Right now I am trying to get the material detention just right before moving onto the small details. The wood has a nice varnish to it to make it shine(just realized I need to change the wood to be more smooth and less bumpy) and the gold...well I need it to look like gold which has been hard and its not quite there yet but I think im getting it close.
Done before, yes but It is good practice and I really feel I am getting down texturing metal.
ok enough with nice coments time to tear things apart for you.
I dont know why u want to hand paint on a curved floor pannel, if ur 3d artist made it up that way than i understand. But usually what i have learned so far is to plan ahead your mesh pieces and work on Modularity. So that in mind I would just model a floor than Unwrap it than make a copy of it add few lines for curves (depends how detailed i want) apply bend modifier (3DS max) and im done basically. I would just texture the flat piece and apply the same tex to both pieces.
However ur approach has enlgihten me on the point "What if 3d artist screwed up the piece" and u actually have to texture in a curve. Im pretty sure in new Photoshop there are tools to curve bend wrap layers far better than before . I hope u get the idea.
Second I found your container and sci fi door intersting to look at, however on container the scratch marks are placed in a wrong way, u can have it scratched all over and make something out of it. But the thing u need to keep in mind is usability of objects. So you will have scratches where the two doors meet, as human hands or machines will use that but alot, than servicing of door hinges etc will leave scratches on the areas where doors have axes for opening (pivot point).
http://forums.cgsociety.org/showthread.php?t=373024
You can do two things either match the sides of ur door from bottom to top like this
l l << this is front view or add a flat area directly below ur design details on top so it again become like l l. Hope u get the picture
Better lighting...I think I may get rid of the circle's too...
for example
http://1.bp.blogspot.com/_zbFgOJL4VTQ/TFfeA5mw1eI/AAAAAAAAAbg/1hFgCkhoNro/s1600/SamBrown-163-env12.jpg
you can see function in these floor panels. they are left smooth and not too busy so as to keep traffic easy moving, but you can still see that they are manufactured to create easy modular spacestation construction.
usually when designing scifi panels, I tend to look at less games for reference and more at scifi movies, as the sets are made not only for actors to freely move through, but also machines as well. Theres a ton of great design to pull from film and bring into game
Concept
WIP(there is reflections on the floor but they are just hard to see in the image)