My name is Farid Salah a student residing in Holland trying to make it as an Environment/Texture artist. In the past couple of months ive been trying to update my portofolio and get more experience. But since its hard to get feedback without posting it somewhere I tought i post it here and get some feedback.
I've divided the work into the projects i worked on and hope to get some feedback.
I thank you in advance and hoop you like the work.
This is not how things are done the games industry. You're not even using all those unique pixels for unique details! As people have said, you need to learn about tiling textures and modular pieces.
Additionally, there is a lack of reference, lack of detail, and things are very boxy. Look at AAA games! That's the polish level you need to strive for. Your fooled because your looking at your assets like WW2 miniatures with software renders. Your building would only be suitable in a flight simulator game, and even then the texture is horribly inefficient. Why do you have the same exact window 500 times on your texture sheet? You know UVs can overlap? You need to get your stuff in a game engine and walk up to it as a player would. Your building would not hold up.
Ty for the feedback the modular thing is something I'm currently working on improving. I've focused on different thinks that shouldn't have been my main focus. Like focusing on the texture instead of the overall goal of the asset. I will try to create a more modular piece with more efficient texturing space.
Replies
A school project
Texture study
Check out this section of the wiki (it's about tiling textures): http://wiki.polycount.com/ModularMountAndBlade?highlight=%28\bCategoryEnvironmentTexturing\b%29
Or this one: http://www.thiagoklafke.com/modularenvironments.html
http://www.3dmotive.com/training/udk/modular-building-workflow/
Additionally, there is a lack of reference, lack of detail, and things are very boxy. Look at AAA games! That's the polish level you need to strive for. Your fooled because your looking at your assets like WW2 miniatures with software renders. Your building would only be suitable in a flight simulator game, and even then the texture is horribly inefficient. Why do you have the same exact window 500 times on your texture sheet? You know UVs can overlap? You need to get your stuff in a game engine and walk up to it as a player would. Your building would not hold up.
good luck in your endeavors
Ty for all the feedack