Too much glossiness on your wood texture.
Real-world wood is more flat.
The specular you're using can be good for more plastic materials.
Just need to raise down the glossiness / specular of the wood and we'll see next.
you've never seen old wood that's been looked after, have you? wood that's used for building supports would be treated and varnished and would therefor have quite a shiny appearance vs newly sanded wood.
also, go find yourself some old wooden benches/tables that are made from quarter-sawn logs, a few years of use and they acquire a "natural sheen".
I think you can fix the wall texture by removing the the darker part that makes visible tiling lines now and remove the one stone that is standing out the most.
The one that thing I find more annoying is that the wall texture don't wrap correctly around the corners. Best seen in your 4th render.
I like the wood you've done, and I don't mind the specular. Wood in the middle ages where mostly slightly burned on the outside, pitched (like the hull of a ship) or treated with blood of an ox. Mostly for waterproofing them and making them more durable and for artistics.
I think you can fix the wall texture by removing the the darker part that makes visible tiling lines now and remove the one stone that is standing out the most.
The one that thing I find more annoying is that the wall texture don't wrap correctly around the corners. Best seen in your 4th render.
I like the wood you've done, and I don't mind the specular. Wood in the middle ages where mostly slightly burned on the outside, pitched (like the hull of a ship) or treated with blood of an ox. Mostly for waterproofing them and making them more durable and for artistics.
Can you show me with a little draw for the wall ? i don't see what you want
May I ask what kind of school assignment this is and what kind of class this is being used for?
I'm doing a gamedesign education myself but it's rather lacking in practical environment art cases to work on and more focused on building games as a whole.
If you could give me some details on what kind of timeframe you get for this and or other restrictions are imposed then that'd be much appreciated
Other than that it looks like you're on the right track so far, might want to look into some large scale masks to break up the stone a bit on large tiled surfaces like the tower.
just thinking maybe the stone texture is a little too visibly tiled, i wouldn't do anything about it just yet though, you could easily change the material a little later on, or if needed the texture a little, or even vertex painting if you were thinking that.
Anywho, its looking great keep at it! this will be a great piece.
Replies
*Foliage : ivy
*Wall
*Wood
the 2 tower are not final mesh
Wood texture test and wall texture test
Real-world wood is more flat.
The specular you're using can be good for more plastic materials.
Just need to raise down the glossiness / specular of the wood and we'll see next.
you've never seen old wood that's been looked after, have you? wood that's used for building supports would be treated and varnished and would therefor have quite a shiny appearance vs newly sanded wood.
also, go find yourself some old wooden benches/tables that are made from quarter-sawn logs, a few years of use and they acquire a "natural sheen".
The one that thing I find more annoying is that the wall texture don't wrap correctly around the corners. Best seen in your 4th render.
I like the wood you've done, and I don't mind the specular. Wood in the middle ages where mostly slightly burned on the outside, pitched (like the hull of a ship) or treated with blood of an ox. Mostly for waterproofing them and making them more durable and for artistics.
Can you show me with a little draw for the wall ? i don't see what you want
Yes but i'm gonna put more information on this plane .... finnaly on the maquette there is not really very much grass ....
i must finish it for june... But i must create an creature and an character too ( animation )
I'm doing a gamedesign education myself but it's rather lacking in practical environment art cases to work on and more focused on building games as a whole.
If you could give me some details on what kind of timeframe you get for this and or other restrictions are imposed then that'd be much appreciated
Other than that it looks like you're on the right track so far, might want to look into some large scale masks to break up the stone a bit on large tiled surfaces like the tower.
ty
+ new window
Anywho, its looking great keep at it! this will be a great piece.
Old Texture of stone wall :
New ivy
New texture
i'm sorry but the skull is the only things that i can change on the maquete XD
Old version