Home 3D Art Showcase & Critiques

Critique my Stylized Modular Skate-park

Shazam53
polycounter lvl 4
Offline / Send Message
Pinned
Shazam53 polycounter lvl 4
Currently working on an idea I had for a stylized skate park to probably end up being rendered in UE5 or something. 

I've been trying some different things like instead of having a cylindrical rail on the top edge of the ramp, a more square like one. I modeled out a bunch of different pieces to be put together but before I go much further I thought it would be important to pause and start texturing a couple objects to see what my workflow will look like to achieve the stylized look that I'm after. I worked on the square rail in z brush a bit and did a little texture work on it in Substance Painter, from this render I can see it could use a little more of something. I do plan to do some scratches that maybe show metal underneath from all the grinding that's been done on it.

My main focus currently is getting the wood paneling on the front of the ramp here right. I decided to try making the material from scratch in Substance Designer and I'm moderately happy with the result. Obviously not a designer pro so I am in need of guidance on the general look. I've included a reference that I had for the wood paneling. I'm not trying to do a 1 to 1 recreation of course, but just something in that same vein. Let me know what you think and how I could improve on the design. I am unsure about if there should be similar paneling on the sides or if it should just be a plywood texture instead, but maybe that wouldn't look right.

Thank you in advance!

Replies

  • ZacD
    Offline / Send Message
    ZacD ngon master
    The reference seems more grounded in reality than your textures. I'd expect most of the plywood to be the same size and rectangular just offset with maybe some patches. Ramps like this are made with plywood for the sides as well, but the wear should be very different. The wear also changes on these ramps from flat to vertical, that could be part of the texture or done with layering and vertex painting/shaders. Also try giving each sheet of plywood a different base color.
  • Shazam53
    Offline / Send Message
    Shazam53 polycounter lvl 4
    ZacD said:
    The reference seems more grounded in reality than your textures. I'd expect most of the plywood to be the same size and rectangular just offset with maybe some patches. Ramps like this are made with plywood for the sides as well, but the wear should be very different. The wear also changes on these ramps from flat to vertical, that could be part of the texture or done with layering and vertex painting/shaders. Also try giving each sheet of plywood a different base color.
    Thank you I really appreciate the notes and feedback!

  • Shazam53
    Offline / Send Message
    Shazam53 polycounter lvl 4
    Okay so I made a different material and I think this is much better. Still needs some adjustments in the saturation department, and the height on the edges may just have to go entirely since this is almost the lowest it can be. Then figuring out the transition in-between sides as there should be showing the edges of the boards on the front and back.


  • Fabi_G
    Offline / Send Message
    Fabi_G high dynamic range
    Hi! I think in your latest image, the gaps on the ramp look too exaggerated: The width/depth would impact the skating experience (getting stuck?) and visually it breaks up the surface too much. Perhaps thinking of the structure underneath, that the plywood is screwed/nailed to, will help you find a solution. If I had to build a ramp, I would try to have as few joints as possible while minimizing waste of plywood :-B

    Rough overpaint:


    Reduced the gap strength and added some smoothed over fixtures - just an idea. To minimize joints could offset boards by 0.5. Another plywood feature could be knots. 

    Generally, I would focus on nailing down the look first. Once you identified the important features, you can still make a material in Designer.
  • Shazam53
    Offline / Send Message
    Shazam53 polycounter lvl 4
    Fabi_G said:
    Hi! I think in your latest image, the gaps on the ramp look too exaggerated: The width/depth would impact the skating experience (getting stuck?) and visually it breaks up the surface too much. Perhaps thinking of the structure underneath, that the plywood is screwed/nailed to, will help you find a solution. If I had to build a ramp, I would try to have as few joints as possible while minimizing waste of plywood :-B

    Rough overpaint:


    Reduced the gap strength and added some smoothed over fixtures - just an idea. To minimize joints could offset boards by 0.5. Another plywood feature could be knots. 

    Generally, I would focus on nailing down the look first. Once you identified the important features, you can still make a material in Designer.

    Thank you for your feedback, I agree with what you're saying. I'm curious about the smoothed over fixtures. Did you paint over those just to help remove the gaps there or  are you saying instead of mini-rectangles, there should be just longer ones going vertically?
  • Fabi_G
    Offline / Send Message
    Fabi_G high dynamic range
    Hi!

    Some fixtures/ nails/ screws was just an idea to add some extra, small scale details. Another way to do so, would be to play with the plywood's grain pattern and knots/branches.

    To quickly explore different plywood layouts, you could sketch over the base ramp shape. Drawing in the structure beneath might help with the decision making. Here is a rough sketch how an exploration could look like:



    But of course, the rule of cool overrides everything 😎 
  • Shazam53
    Offline / Send Message
    Shazam53 polycounter lvl 4
    I see what you mean, I honestly thought about doing nails in the boards but I thought maybe it wouldn't be necessary since not in the reference, but I could see how it could make the actual model more interesting. I'll have to try that out. Thank you for the breakdown.
  • Shazam53
    Offline / Send Message
    Shazam53 polycounter lvl 4
    Further progress on the texturing. I feel like I like where it's gotten to here, and am confident in continuing on a set amount of models. I do notice there's some distortion on the top of the corner pieces here so more touching up the uv's for me. I attempted to do nails going across but I opted to not do them at this time as I really enjoy the look now. Not 100% sold on the black material for the sides, but could just use some lightening up. Then I opted to put a metal trim at the bottom of the slopes, mainly here because I couldn't figure out a good way for the inner corner piece to properly unwrap unless I cut off the very end that consists of triangles.
Sign In or Register to comment.