Hello Polycount,
This is my first thread here, but I have been working on this project for a while and I would like some crit on it. I have been learning alot about modular design, environments, and some more advanced texturing techniques. I am creating this hallway in maya, zbrush 4, xnormal, and photoshop. One of my first real environments and any kind of crit would be great.
Thank you
I really need to do some more texturing, lighting, and add some specular maps. I don't really like the standard phong's I have on them. I still have alot of work to do on this project. Environments just take alot of time to create it seems.
Here is a link to where I post my work.
http://www.youtube.com/user/ZeroStrike88?feature=mhee#p/uhttp://zerostrike.deviantart.com/
Replies
Thank you Razgriz
I am guessing having a bit of both.
Thank you biofrost
Take a look at some of Philip's textures and tutorials:
http://www.philipk.net/tutorials/materials/metalmatte/metalmatte.html
What is this environment? what is its purpose? who would be there? these sort of questions help fill you fill in the details such as the damage and weathering to the surfaces, also possible human interfaces, grills on the floor or safety harnesess etc etc.
DO SOME CONCEPTS! even if they are really basic.. Like these for example:
But ya thats my 2 cents, concentrate more on the design of your textures/environments, create something more relatable and beleivable then start leveling up your diffuse textures before you move onto all those spec/normal map stuff
Better?
one thing i would definitely say is try to manipulate your photos more in your textures. i can easily tell that you used cgtexture photos for your texture. try masking out some areas or using the blend if function in photoshop.
just double click on your layer, go to layer styles and in menu that pops up there are "blend if" options at the bottom. hold alt+left click drag to drag out a slider and sometimes it can give you a neat effect if you have a scratchy metal layer selected and then it will try to blend with another layer that's below it, say a regular metal one. that's just something you can do to give you some random effects here and there.
for the most part though you will have to do some editing on your layers and not just erasing/clone stamping and overlaying stuff.
definitely study phillip k's stuff...keep it up though! you can only go up from here
I think that I kind of like the pattern going from the metal to orange paint and back to metal again makes it a bit more interesting. I like this texture better though. I learning how to use the normal map to get a quick selection for easy and perfect paint layer for me to scratch up which helps alot.
what's next?
Take a look at this tutorial, really good for understanding how to emulate metal as a material.
http://cg.tutsplus.com/tutorials/photoshop/how-to-hand-paint-convincing-metal-textures/
The diffuse for the texture.
Subtleness is key to good texturing!
I'm not sure if I should keep doing these sketches to try to help understand and practice my texturing skills or continue with the new knowledge I have into my interior. I know that I'll be changing alot when I start working on my interior again. Alot of inspirational stuff like the work of Gears of War 3 and many other great artist here on polycount.
Thank you Minotaur0 and snake85027.
Tell me what you think and what I should work on. If its better or worse then before and I'll try my best to work on those things. Always trying to learn more.
Thank you Polycount
You could try painting some subtle localized dirt where the plates meet if you have a pen tablet.
Keep it up!
you don't seem to be using reference material. what is that material in the middle supposed to be - some sort of concrete? your cables also look like long strings of jerky.
start off with flat colours, if you've baked an AO, overlay that. then work some minor scratches in the corners and edges (subtley, and don't be too systematic with these), use a small brush as you seem to be pretty heavy handed.
as others have said, less is more, you keep diving in and putting random detail everywhere. I'd also lose the big scratches metal texture you seem to be using, try just some rendered clouds in photoshop on a very low opacity (5-10%). you would be suprised how much more convincing it will look.
OR as waldo mentioned, just watch this and follow it to a T: http://cg.tutsplus.com/tutorials/photoshop/how-to-hand-paint-convincing-metal-textures/
good luck!
snow thanks. That center material does look too much like concrete, (not what I wanted), I guess I should do alittle more referencing and research on the different kinds of metals. I keep mixing them in my base metal textures. In Zbrush, I guess, I should use the clay brushes on the edges to help with the scrapes instead of using stamps.
MMMM Jerky. Yea, I'm adding in some cord wraps to my model, help sell them as wires.
I'll try that photoshop cloud technique. But I should only really do that on the spec? If its too much in the diffuse it will look like stone right?
I'm kind of wondering what I am missing with Racers tutorial? Is there something which I am not getting as an overall concept with his tutorial? Can you specifically point something which I am not doing correctly?
Thanks.
also pull hte scratches out of your normals, and make them more faint in your diffuse, and push them in the specular, and also add some more variations and scratches and stuff to the specular so the specular has some of it's own details, that can olny be seen from certain angles when viewing the material, this helps add a lot more interest to the material.
since your still trying to get the metal look down, just dont even bother with normal details for now and just focus on diffse, spec and gloss.
I have been doing a good bit of updating. Still need some work with the textures I think. This is rendered in Maya. I need to transfer/learn more about UDK to make it realtime. I also need to make spec maps for all my assets. I also want to add a few more things in the interior and maybe a ceiling, would be nice. I just want do see what people think about the work I have done so far.
http://zerostrike.deviantart.com/art/interior-test-8-269605817
Took about 4 hours to render.
So tell me what you think.
Thank you.
Tell me work you think?
Thank you.
Then we get to the last two... What happened man? The textures look like they are overdone. I would make better use of empty space. Just because there is empty space doesn't mean you have to add something to fill that space up.
The same could be said about the structures. Too much is crammed into the walls, etc.
Remember, LESS is more.