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[UDK] Old Mansion - WIP

hi, im working on a old mansion that will go into udk and have gameplay and stuff. But for now just working on my art.

Im going for the wooden panel walls. In some rooms it will be full wood panels and in some just half. This is just a test and I would like some feedback on improving them and such.

So the image is a simple block and the texture with normal and specular on it. (im not expert so please tell me where I am going wrong. :):))

Thank you in advance for any feedback.

Wallpanels.jpg

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  • benj666
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    Just uploaded to UDK for a quick test.

    UDKTest.jpg
  • mrturtlepaste
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    a couple things I see. I think you could benefit a bit from darkening the diffuse of your wood and using a spec with some contrast to break up the surface a bit. right now it is reading a bit flat with your spec. Also the amount of rippling in your normal map is making the wood seem almost like it is a thin wood veneer on top of the underlying structure.
  • Oranghe
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    Aye maybe tone down the normal a tad more, for spec don't be afraid to experiment also with texture over lays and color! :D you could push the highlights in your spec also and diffuse.

    Good start though keep pushing it!
  • Moshbeast
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    i completely agree with mrturtle and oranghe your spec needs a lot more love since wood isnt that shiny specially not old wood and where is the wear and tear when you say old mansion i think of a big place with loads of antiques in there so let them show how old they are even antiques have a few dents and scratches here and there

    then metal piece in the bottom center i assume its suppose to be rusted but from a specular standpoint it all looks the same rust isnt that shiny and its kind of dulling out the areas that need to be shiny
  • benj666
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    Yeah i agree aswell. A little too bright. also normal needs toning down alot, and ive already been messing with that.

    Yeah thanks for the feedback guys. Working on the UDK side of it (gameplay and stuff) will post an update when done :)
  • benj666
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    Hi guys. quick update. Did some more assets. I know these are rough in terms of modeling. Just not refined the shape yet.

    Also i think i went alittle overboard with the dirt, maybe someone can help me out with this.

    Thanks in advance.

    Love you all :)

    woodtest2.jpg

    woodtest2-2.jpg

    woodtest2-3.jpg

    PS i had more images, but my computer crashed as i was saving them. BAHH!
  • Oranghe
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    when adding dirt to things and you remove it try to remove it with a hard brush as the dirt would of been removed by man made means or things brushing against it. It looks a bit noisy with the dirt at the moment try to focus where it builds up and for general dirt make it just less visible :) i do like where your going with it though! keep the updates comin!
  • benj666
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    @oranghe thanks. yeah i got abit stuck on dirt. hopefully i can get it looking better.

    Currently reformatting computer. Then I will finish my floor piece and post an update and then start working on my assets. :)

    Please i welcome any critique! :)
  • benj666
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    Ok so. Did a quick update. I formatted my computer and havent yet installed UDK so these are just shots from maya.

    Here is a floor tile I did. I was gonna have this on the ground floor in the main room. but i dont think it will mesh well with the rest of the wood. so i was either thinking a carpted floor or maybe a marble tiled floor. But will still use this somewhere else.

    floortileexample.jpg

    Here is a tabled I worked on. Just in mesh form for now. Gonna bake it, but wanted some feedback on it first.
    table.jpg
  • benj666
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    Another update.

    Oranghe let me know that the wooden floor tile is a little dark so i took some more upclose shots to see if that helps anymore.


    floortileexample2.jpg

    floortileexample3.jpg

    floortileexample4.jpg

    hope this helps :)

    please critique thanks in advance.
  • l.croxton
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    Looks good but I would say if it is an old mansion like you said, surely it would be all roughed up and messy, a bit broken up, dirt etc? The indents of the floor look super clean. As a base texture I would say this looks pretty awesome, however for what you are going for, you need to dirty it up a bit :).

    Hope that helps anyway haha.
  • benj666
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    @l.croxton thanks man :). Yeah i will be adding dirt and stuff, was just showing it as it is now just incase the normal was off or stuff. Yeah i think i might do another tile of this with broken elements :)!

    Thanks man I appreciate the feedback!
  • Oranghe
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    ah i can read this allot better! thanks for updating, aye looking forward to seeing the weathering in but as a base your doing a much better job of the normal / specular!
  • Orchidface
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    Orchidface polycounter lvl 7
    don't try to make furniture that lends itself well to normal maps. Boxes are incredibly uninteresting. Pick stuff with awesome silhouettes! polygons are people too! Use them!
  • benj666
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    @oranghe thanks :) yeah I learned alot from it last time. trying to find the fine lines between each material and how much spec and normal to have takes skill, and its one I want to learn.

    @Orchidface Thank for the feedback. Unfortunately I'm pretty stupid and dont fully understand what you are saying. Can you please elaborate? thanks though! :) I appreciate it
  • benj666
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    Just another quick update.

    Here are some ref images from The Woman In Black. As this film was my inspiration for this setting.
    womaninblackref5.jpg

    womaninblackref4.jpg

    womaninblackref3.jpg

    womaninblackref2.jpg

    womaninblackref1.jpg



    So I am going for a feel where the house has been empty for a while, like hundreds of years or anything. So stuff is gonna be dirty and grungy and some stuff broken yes.
  • benj666
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    Also I've been working on a marble tile, and im wasnt really that sure how to go about it and also I tried adding some damage to another one.

    Undamaged
    marbleunbroken1.jpg

    Damaged

    marblebroken1.jpg


    I also added to the previous meshes. I added some ornate pattens to the border mesh.

    update.jpg
  • Razorb
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    Razorb polycounter lvl 15
    I would get onto blocking out the environment itself, using tileable textures, and the textures that you currently have. Do a quick lighting pass in UDK then review what you have...

    Remember you are making a scene ;D not just some props and textures! ;)
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