did a SUPER fast and simple ultimate trim sci-fi hall using 3 textures (1 dif, 1 packed, 1 nrm) as a restriction. Would like to do another one and get fancier with some more decals in a third UV.
The images read better in the areas with the dark flooring. The white square tiles for the floor should be a darker color to separate it from the walls. I'd consider using shades of gray for your flooring....going darker as it reaches the edges (trim is darker than walkway).
Also, Trim Dynamic, set to RGB instead of zAdd or zSub. It'll paint only on the edges. You still have to be careful about it though, because sometimes it doesn't limit painting to the edges well enough, unless using a really weak stroke.
The scene is looking very nice so far! The exterior wood trim on the first house (with the 45 degree piece) looks like it has a bevel and emboss on it (on the shadowed side it has a highlight). Feels like those wood sections could be modeled out?
Small update, Still working on the high-poly in between work and days off. I finished a lot of the small details on the bike. Only things left to finish are the trims and making the kickstarter for the engine than hopefully I can start the low poly.
texturing- make some trim textures for the two horizontal ledges\floors, will add so much to the scene... also more interesting lighting maybe the window you had in the first shots could cast some blue into the scene from the oposite end
Just made her pouch tonight, did a little step by step for anybody who might find it useful. Don't think i like the different groups of leather. Will probably just keep it as one colour or just the trim as a different one.
there are multiple approaches, my last project i actully did almost all textures in photoshop with ndo2 before i even started my models, and made most of it tileing trims, that i could map to objects as i create them
Strip away all the furniture, curtains, etc. Yes, 2 days for the floor + walls + window + trims. And that's being liberal. Then add 2-4 hours per furniture item. Books etc can come from prop libraries too.
Yeah, I changed the texture to a much simpler part of the trim sheet, I think it looks a bit better now. What do you think? :smile: Didn't add too much to the scene today, but managed to model and texture this pipe: