I would say the texture is too big, wood has more colors in in not only orange, it makes it flat, and not pop up more.
I found some pic that might help, cause i wish i could say soemthing more, but my brain just farted... xD
Im pretty sure its a mini tutorial from somewhere on polycount, i found it ages ago
Hope it helps
Progress on one of my final modules for Uni. I had to take an existing level/stage, character or combat vehicle from a Fighting Game and re-design it. I chose to take the Eagleland: Onett stage from Super Smash Bro's and re-design it with a Dishonoured/Fable sort of Victorian England feel.
My other projects and furture updates on this are over on my sketchbook thread
Working on an Insurgency map over on Mapcore but got to the point where I am doing my props/textures ect. It's in the Source engine, so no PBR but enjoying myself though.
Finally got a Maya -> workflow figured out. last week was all trouble shooting trying to get MESA or the Valve Maya plugins working. What a pain.. Here is my first prop, one of the small domes for the mosque...
Been trying a different approach to my Metroidvania/platformer thingie. Made a new set of modular pieces, this time much larger and less rigid in their shape. I think this is probably a much more interesting direction to take this in.
CourtT: glad to see you taking advice, don't get discourage but this wood needs some more work. Have some reference open in another window, perhaps some real life wood and some stylized wood as well to see how the artist interprets grain.
Some general advice I can give for painting textures is to avoid harsh blacks and whites, avoid the dodge and burn tools as well as smudge (this is not a hard rule, just avoid them until you've mastered everything else). Try to paint with a harder brush, adjust the hardness with shift+bracket keys. Sample colors ALOT, instead of resorting to the smudge tool to blend I'll typically sample the border colors and paint, sample again, and continue to blend 'by hand'. Sorry if this is all stream of conciousness, basically the best advice is any techniques that work for concept art and illustration will work for old school, painted textures.
If thats ok with you i let myself to overpain your texture, im not the pro or anything, but here w go.
First of all, don't use soft edge brushes, use more colors, try to do it more dense, since wood is pretty dense. the contrast between shadow and light is too much, it makes it looks cartoonish( or did you try to make it cartoony? )
Anyway, if you want i can give you .psd with layers i did for this overpaint, maybe it will help
I'm working on a fairly amateur project for my university course (this is the first proper unit in 3D) and was hoping I could get some pointers. The task is to create an asset low poly enough for use in games, which I realise is a little vague.
I was looking to make a jian sword similar to the reference images below, and I've just about finished the model as I think it should be, but I'd very much appreciate any opinions on how to improve it before I go to unwrap. I'm planning to use a bump map to do the details on the blade ornamentation, but should I model any of that in?
Been trying a different approach to my Metroidvania/platformer thingie. Made a new set of modular pieces, this time much larger and less rigid in their shape. I think this is probably a much more interesting direction to take this in.
Hey guys!
Here's a character I made for a upcoming game I've been working called BitUp.
Feel free to check our website and devblog! http://www.bitupgame.com/
did a few renders of some models from a few months ago. Revisting them I see that I could, If I ever redid them I would do so with better topology and keeping a lower polycount
If thats ok with you i let myself to overpain your texture, im not the pro or anything, but here w go. ]
This time I was going for a stylized wood. There's lots of information for doing stylized wood, not so much for realistic. But I like the idea of adding more colors. Thanks for the tip.:thumbup:
did a few renders of some models from a few months ago. Revisting them I see that I could If I ever redid them with id do so with better topology and keeping a lower polycount
Really good but I think you could make the material more realistic
still pretty new to the 3d game, as well as this site but heres what im working on. A somewhat more classic styled Scorpion from MK. Still working on a lot of stuff, especially lighting and textures
Replies
I found some pic that might help, cause i wish i could say soemthing more, but my brain just farted... xD
Im pretty sure its a mini tutorial from somewhere on polycount, i found it ages ago
Hope it helps
My other projects and furture updates on this are over on my sketchbook thread
That's really nice, refreshing to see a female game model that actually looks like a normal person :thumbup:
Wow! Love your concepts do you have a thread?
Finally got a Maya -> workflow figured out. last week was all trouble shooting trying to get MESA or the Valve Maya plugins working. What a pain.. Here is my first prop, one of the small domes for the mosque...
Thread: http://www.mapcore.org/topic/18266-wip-insurgency-gizab/
Here's the old thing for reference: https://www.youtube.com/watch?v=qrRSg0QXH_I
Thanks to the advice from you awesome people, I think it is greatly improved. Any other tips would be appreciated.
Some general advice I can give for painting textures is to avoid harsh blacks and whites, avoid the dodge and burn tools as well as smudge (this is not a hard rule, just avoid them until you've mastered everything else). Try to paint with a harder brush, adjust the hardness with shift+bracket keys. Sample colors ALOT, instead of resorting to the smudge tool to blend I'll typically sample the border colors and paint, sample again, and continue to blend 'by hand'. Sorry if this is all stream of conciousness, basically the best advice is any techniques that work for concept art and illustration will work for old school, painted textures.
Diffuse
Specular
Bump
First of all, don't use soft edge brushes, use more colors, try to do it more dense, since wood is pretty dense. the contrast between shadow and light is too much, it makes it looks cartoonish( or did you try to make it cartoony?
Anyway, if you want i can give you .psd with layers i did for this overpaint, maybe it will help
I'm working on a fairly amateur project for my university course (this is the first proper unit in 3D) and was hoping I could get some pointers. The task is to create an asset low poly enough for use in games, which I realise is a little vague.
I was looking to make a jian sword similar to the reference images below, and I've just about finished the model as I think it should be, but I'd very much appreciate any opinions on how to improve it before I go to unwrap. I'm planning to use a bump map to do the details on the blade ornamentation, but should I model any of that in?
Thanks in advance for any advice.
I really like the atmosphere. Reminds me of ICO and SotC a lot
This is my first post here, and first mini environment in UE4. Looking forward to be an active member of this community.
You can get it here:
http://steamcommunity.com/sharedfiles/filedetails/?id=426281237
I haven't done much 3D Modelling in a while so I am hoping to do some more small buildings like this to get me back into it.
[SKETCHFAB]22929a0eda234dbab41b08508d3d4572[/SKETCHFAB]
It's all looking great, would be nice to add a few more sides to the paper cup though, it really sticks out.
Here's a character I made for a upcoming game I've been working called BitUp.
Feel free to check our website and devblog!
http://www.bitupgame.com/
We are still making some updates to the website
Turntable gif:
Started to work on wasp thingy.
I'm makin' a mech and Blender keeps surprising me by not crashing with all the booleans I use :poly142:
http://www.polycount.com/forum/showthread.php?p=2283579#post2283579
Marmoset T 2
I'm having lot of fun with this project.
Really good but I think you could make the material more realistic
[SKETCHFAB]c99587896d4b48febf68adc98d4364bb[/SKETCHFAB]
Design inspiration and surfaces reference comes from f-35 lightning helmet as well as some older soviet helmets.
It was modeled entirely in Zbrush R6.
Rendering and material set up in KeyShot 5, textures come from dDo2.