Hey guys. This is the first project i am posting on poly count. I'm currently in my second year of collage, so still a newbie compared to so many people here. This is a project that 5 of us are working on, i will post my sections. I am doing the corridors and main hub area and there is an elevator leading down to other sections.
I welcome crits and advice, i am pretty new to texturing and still working on my art skills so please keep this in mind.
*nervous gulp*
Hallway connecting to the hub (there is a room coming off the side on the left hence the double pillars that look a bit off.)
Hallyway Connecting to other rooms with view of space
Floor Texture (WIP)
Replies
Any suggestions on making the floors 'pop'. I am using Ndo at the moment and i cant get the depth any deeper then it already is. I might try some better shading in those areas. I also think the angle is throwing the depth off a little, i'll submit a better pic when i get home from work.
Thanks again. You have no idea how excited i am to have a sub :P
I dropped Ndo after a while the stutter annoyed me but i would surgest you add a really nice dark line in the edges that fades to gray this will help with the texture pop. Also you can go onto CGtextures and get a nice metal texture and slap that on a layer with a really low opas like 10% -15% (no more than that) and ndo will pick up the impurities which is really nice to see and also helps cut down the modularity again.
I wont go into what a cubemap is if you arent using udk but long story short makes reflections that are pretty
Keep up the good work!
I had some darker lines in there before as you said however it didnt look right. I'll see if i can play with it some more and post a couple variations.
I was going to ask if anyone knew how to do reflections just in maya as its something i'd really like to have on the floors.
I really appreciate the crits thank you for the help
I originally wanted to hand paint everything. Due to time limits that's not possible but i will be definetly doing smaller objects in the future completely hand painted. Its something i really want to work on.
So for now here are my updates. The spec's and normals are still being worked on.
Wall texture (Edit: I just noticed that white strip at the top. Its fixed, was just a photoshop layer i had in the wrong spot)
Roof
Updated Floor (You cant see much of a change apparently )
As always i would like some crits, i want to improve. Please help this nooby one with your great wisdom
yeah its supposed to be a research facility. This is really the first environment i have done on this scale and i know it doesn't really compare to most of the work on polycount. Appreciate the comments