After a long break, i was busy working and on my free time i used to improve the archviz the best as i can. The OP map doesn't exist anymore because i have remake it from scratch redoing many of assets, including a propper shore for lake and new rocks to separate the landscape from the lake shore border. i have uploaded on…
Honestly, I think you're going the wrong direction with this. You're conflating the aesthetics (did you pick a nice one for that wall) of textures with the techical aspect (resolution, stretch), and due to a lack of a technical category for models you'll be forced to do the same there. A prop can be modeled well but look…
Well, I know you want to be done w/ it but there is some more work you can do to really bring this piece to the finish line. First and foremost, you are wasting your normal map. It has some great high level detail but is missing small scratches, surface texture and wear. Consider using a detail normal map or adding detail…
I was a part of strong team of artists for this project so make sure to check out their portfolio's on Artstation when you have the time :D : Kieran Wilson - Art Director/Props/Environment Laura Higgins - Producer/Foliage/VFX - https://www.artstation.com/laura_higgins Lee Smith-Anderson - Lead Props…
I see... I thought organizing my stuff by "types" was better idea, but I get the point it's better to show all my things at first glance. Thanks for your comment! Same as above, I really thought that organizing my pieces by categories was ok. Didn't expect people to think I just have 1 piece of each. So yeah I get the…
Hey everyone ! I started to work on props textures. I thought it'll be easier to have the right saturation and color etc first before begin the foliage modelisation and texture. For now, I have to change a bit the value of the roughness for the most of my materials, they are too much bright, and my high wall pillar are too…
most important critique i could think of, is you need to get better at faces. most of them has the same disproprtionate almost cartoony sizes to eyes, nose and mouth. i recommend focusing on that, both in 2d and sculpting, for a while and do a bunch of studies. your props, for example the weapons to jinx has a much higher…
The method you described only works for an object with unique uvs (non overlapping UVs) which is pretty rare. Usually only characters have unique UVs. The benefit of unique uvs is you can paint everything unique. Baking a tileable texture into a unique UV template is the worst of both worlds- low texel density due to…
Hey Slingshot, Thanks for the prop ideas. I'm trying to squeeze all the props and furnitues into 1 UV map, maximize the hell out of that UV space (and UVing eats up ALOT of time!). It'll probably be a 2048 map. I'm slightly surprised that the door looking thing didn't strike you as a closet - cause it is :P I guess it's…
It's 3d, there is very little reason to lock in the composition before you move on. I would recommend getting your props all done, THEN focus on a nice composition. The best way to get better at this is, move fast break things, and make a lot of images.