That bust at the top is very nice! I like the colors a lot, i'd love to see more work like that. Your textures show skill, but they look pretty muddy and flat. Very low contrast color, which strikes me as a major fault for such a cartoony style. Be sure to work on them fullbright -- turn your viewport to 'flat' mode or make sure the materials have 100% self illumination.
The tiles are pretty good, but the lighting isnt very consistent or believable on them. A diffuse only texture is all about describing surface and form with light, so there are a few places you could really improve:
It doesn't visually make a lot of sense why the cracks are so dark, it's not consistent with how well lit they are from the top. Additionally, the lighting around the edges and shadowing in the center of each tile makes it look like they're convex -- it evokes melting plastic, a bit.
This guy's work (scroll down) is a great reference point. His painting is bold and communicative. It tells a lot about the shapes the surface is made out of with very few strokes.
Wow thankyou so much for the feedback SupRore. Yes I love that work so much, it is very inspirational and have had it open for inspiration for what I've done here! I understand about what you said about the flat colour and weird light, this is my biggest problem and I'm trying to overcome it!
Another tileable! I'd really like some advice about the white inbetween each tile, I was kind of at a loss at what to do no matter how much I stared at ref!
My only complaint is the spec and normal on the wood makes it look very convincingly like polished wood -- but the depressions between the planks are way too defined and too deep. Somebody would lose a toe walking on that.
@SupRore Thanks so much. Yes I agree the depressions in the wood do look quite ridiculous and I only noticed this when you pointed it out! Will definately go and fix it because I'm going to try use it in a scene I'm building..
Haha, that's a cute little cabin hut thing! I like the stairs, they have character because they are a little misshapen. Maybe you could do the same thing to the roof, like give it some loops to sag it down a little or something.
Also that doorknob is really tiny, either make it bigger or just paint it as part of the texture haha. You are probably still working on this, but it would be cool if you put other things in this scene to show it is a beach hut, like surfboards, fishing poles, buckets. Keep it up!
Good progress! I like the lighting! I think the simplicity of the textures is letting hings down a bit. Too many big swaths of flat color in there, play around with the painterly look a bit more!
Good progress! I like the lighting! I think the simplicity of the textures is letting hings down a bit. Too many big swaths of flat color in there, play around with the painterly look a bit more!
Thanks Suprose, unfortunately not all the assets are mine (Just the island itself, the hut and the laterns). If I edit the other things the other people in my team will fail at their hand in!
You have some nice work. I dont think you understand what SupRore is saying, It's not just your textures, but what he said also applies to you. You seem to have a good grasp on hue (this is good). Now you need to work on your values and work in some AO.
When you start your textures its best to set up a light source ( your case the lights or sun from above if in day light) and think about where it would be darker/lighter, where the shadows would cast.etc. This will stop your texture from looking flat and add more of an understanding of whats goin on.
At the stage you are with the texture for me I would call it my texture base, I would start adding in the lighting (Ambient Occlusion), and when thats done add in some detail. For example : the shack is all bent and distorted but the tiles are fine? add in some cracks, might have been there for awile? add in some moss, grass ,etc. Tiles tend to be stacked one ontop of the other, so make it look like that!
Did a quick paint over on the tiles to express some of what I was saying.
Hope this helps :P
Thankyou Micah, I understand what you mean, I think I was just being stubborn! I was a bit sick of that model and definately need to work into it; what you've told me will be a lot of help! I am very grateful!
Here's a crate I've just completed Will post the polycount later as I've shut maya and my laptop is dying!
Used XNORMALS and marmoset for the first time, amazing programs!
I really like this last sci-fi update. Got some questions about the use of texture space on the create. Couldnt you have overlapped the uv shells for the sides of the create and saved texture space that way and why do you have one big version of the side with that orange plate and a smaller version in your texture?
I really like this last sci-fi update. Got some questions about the use of texture space on the create. Couldnt you have overlapped the uv shells for the sides of the create and saved texture space that way and why do you have one big version of the side with that orange plate and a smaller version in your texture?
Hi Twoflower, thanks so much for saying you like it! I baked the object, and everytime I've overlapped UV's before it hasn't worked when you try and bake it! Me and baking don't have a good relationship.
From the start of this thread to here has seen incredible improvement. Should be proud of yourself!
I think that some of the scratches in the metal could be at bit too harsh in places, consider how the scratches may have got there. Have the crates been dragged across the floor? If so, then there may be drag type scratches there.
The only thing I'd say really is to keep in mind is the functionality of the scene, will help you to add that extra detail to bring it to life
Replies
Updated my barrel a bit so the dynamite didnt take me over the 400 tris limit!
Here's 2 WIP's! They are for a project where we have to make props for existing IP's, and I chose SLY RACCOON! So very low poly and cartoony
The first is a shrub for a parisian street and the second is a parisian metro sign. As you can guess they are for the Paris levels!
[IMG][/img]
Here's two of my props for Sly Raccoon
The tiles are pretty good, but the lighting isnt very consistent or believable on them. A diffuse only texture is all about describing surface and form with light, so there are a few places you could really improve:
It doesn't visually make a lot of sense why the cracks are so dark, it's not consistent with how well lit they are from the top. Additionally, the lighting around the edges and shadowing in the center of each tile makes it look like they're convex -- it evokes melting plastic, a bit.
This guy's work (scroll down) is a great reference point. His painting is bold and communicative. It tells a lot about the shapes the surface is made out of with very few strokes.
Another tileable! I'd really like some advice about the white inbetween each tile, I was kind of at a loss at what to do no matter how much I stared at ref!
No problem Kot!
And here's another tileable, but realistic with normal and specular maps this time. Any feedback would be much appreciated..
My only complaint is the spec and normal on the wood makes it look very convincingly like polished wood -- but the depressions between the planks are way too defined and too deep. Somebody would lose a toe walking on that.
@SupRore Thanks so much. Yes I agree the depressions in the wood do look quite ridiculous and I only noticed this when you pointed it out! Will definately go and fix it because I'm going to try use it in a scene I'm building..
@gillmeister74 Thankyou so much
Here's my first attempt at baking! I have done some other stuff, but my USB is being a twat and I'm at uni so I'll post them when I get home.
Not a great attempt, the UV's need moving around but I decided to try baking another object instead of re-doing this one!
Some painting!
Practising UDK now, importing and such like. Adding fog and lights.
Working on a beach cabin...hut..thing
Also that doorknob is really tiny, either make it bigger or just paint it as part of the texture haha. You are probably still working on this, but it would be cool if you put other things in this scene to show it is a beach hut, like surfboards, fishing poles, buckets. Keep it up!
Yes I probably should have explained a bit more:
This is a group project and we're all working on different bits, theres going to be surfboards, easter Island statues, signs etc.
And yes I understand about the door knob! And I'm having a bit of trouble with the roof at the minute it's not letting me add any edge loops.
Thanks so much for the advice
Not finished obv, but getting there! Open to suggestions
This is a group project, ot everythings mine! Just the island, hut and lanterns
Thanks Suprose, unfortunately not all the assets are mine (Just the island itself, the hut and the laterns). If I edit the other things the other people in my team will fail at their hand in!
When you start your textures its best to set up a light source ( your case the lights or sun from above if in day light) and think about where it would be darker/lighter, where the shadows would cast.etc. This will stop your texture from looking flat and add more of an understanding of whats goin on.
At the stage you are with the texture for me I would call it my texture base, I would start adding in the lighting (Ambient Occlusion), and when thats done add in some detail. For example : the shack is all bent and distorted but the tiles are fine? add in some cracks, might have been there for awile? add in some moss, grass ,etc. Tiles tend to be stacked one ontop of the other, so make it look like that!
Did a quick paint over on the tiles to express some of what I was saying.
Hope this helps :P
Here's a crate I've just completed Will post the polycount later as I've shut maya and my laptop is dying!
Used XNORMALS and marmoset for the first time, amazing programs!
Here's a link to a turntable for the crate!
Hi Twoflower, thanks so much for saying you like it! I baked the object, and everytime I've overlapped UV's before it hasn't worked when you try and bake it! Me and baking don't have a good relationship.
[ame="http://www.youtube.com/watch?v=AXfN_bwtg9Q&list=UUFNbEql8A6thLqxIzpfLjDw&index=1&feature=plcp"]http://www.youtube.com/watch?v=AXfN_bwtg9Q&list=UUFNbEql8A6thLqxIzpfLjDw&index=1&feature=plcp[/ame]
From the start of this thread to here has seen incredible improvement. Should be proud of yourself!
I think that some of the scratches in the metal could be at bit too harsh in places, consider how the scratches may have got there. Have the crates been dragged across the floor? If so, then there may be drag type scratches there.
The only thing I'd say really is to keep in mind is the functionality of the scene, will help you to add that extra detail to bring it to life
I totally agree with what you said about the scratches and the idea of having the scrapes on the floor next to the crate is a really good idea!
A character!
A go at an SDK
Original Idea for character: