Hey guys,
Ain't been on here for a while and needed some crits, Have decided to create some fantasy props to include in my portfolio, If created to a good enough standard.
This is however my first approach to painting textures and I am trying to achieve a stylized cartoony look.
Screen grabs below
Thanks
Replies
More work needs to be done for example more bits of dirt and scratches, also mabye some variation in colour on the metal.
Many thanks for your help
Your comments and crits always appreciated
Cheers
Your materials should be rendered like that specific material (metal usually shiny, harder specular, wood not so much, etc).
Watch the blurry painting in your textures. It's making your objects appear very soft.
A really powerful, clearly defined color palette will do wonders too.
The texture is beautiful too, you have nica cartoon look of details, but 1. You may lowres it to 512 without noticable quality damage; if you making as low as possible polycount the texture size also can be valuable; 2. If you can, paint som e Ambient Occlusion-like shading on inner edjes, otherwize generate AO texture in max; for outer edjes better draw a white little scratces. Just make ell the edjes more noticable.
Overall, the texture is really a good job.
Your scrappy metal is almost there, you need to put a different color where the torn / ripped pieces of metal are a more orange rusty material.
A good way to check your object's contrast is to just not use a white background (or in your case, a very light gray) to present your art. Try a neutral tone like 50% gray. If you blur your eyes and your object blends in to the 50% background too much, you need to up your contrast.
Thanks
Making several smaller textures 256x256 or using one 512x512 etc etc
Having 3 different tiling metal wit bolt placement
3 different bricks in a row that tiles.
Just smart layout of textures, what you're doing now just makes it harder for you to make changes. Especially if you have curved bits.
If you're using Max for example, just create a long box, texture it with bricks for example, add edgeloops, then use a bend modifier to bend to bend it.
In the end you'll gain quality even if you have lower-res textures. I mean, the bricks at the bottom, you see 4 at a time right? from every angle, so what if the other 4 on the other side was the exact same bricks? You'd never know really and you'd save a ton of texture space.