I think the shoulder area is looking way to rounded. I would the shoulders to be flater and more of an angular transition. The cape looks too thin should have more tension and silhouette breakup. I do think the gold everywhere is too much maybe have some trim gold some silver. Looking good overall! Here is a paintover:
Hello there! Im Daniel Olondriz, an Environment & Texture artist. This is my first post on Polycount, so I apologize in advance if I do something wrong. This post is to showcase my last work, a modular environment inspired by ancient greek houses. The point of this project was to show my ability with modular environments…
You'd be better off using tiled textures, trim sheets, and texture blending. Searching for "street texture" there are many recent examples to check out. https://polycount.com/discussion/202453/quiet-tuscan-street-wip Some solid techniques here http://wiki.polycount.com/wiki/Modular_environments Also for the blending see…
The bricks on top with the carvings? If so then they are still bricks so the base mesh can be the same procedure, just with some extra sculpting (just like in real life). Push or pull those areas (either mask + deform, or projection master + layer brush) to create the relief you want, then attack the edges with the mallet…
nice, i'm digging the lighting a lot. proportions of this room seem a little off: http://gameartist.nl/wp-content/uploads/2012/06/screen01.png windows are placed too high, they are too thin, and ceiling might be placed slightly too low. trim on the wall is bigger than on photo, so it also makes room feel smaller.
I clicked expecting to see either dirk benedict or like a geriatric katee sackhoff... :p I think wires would probably help with crits. I'm no enviro guy, but it seems like a decent start so far. I reckon you'll need to start adding trim and whatnot, though. Currently everything seems very flat and featureless.
The cuts look like they are too deep and go straight in rather than having a V shape, which will be easier to work with and look more natural. Also the cut that runs parallel with the metal trim looks odd, I feel it should be more of a light scratch and not so dug in since it isn't on an edge where more intense damage…
You're welcome! I really like how each of your item sets have very clear material definitions, especially the metal/armor parts. I'm working on a set that's probably have golden color trims and parts, could you post how your shader masks look? The shaders seem like the strongest part of your sets.
What about something more organic or non-hardsurface in nature ? How does that work with the painting material things ? Like, painting armors in steel, but the trim parts in gold. Is there like, I dunno, matching materials to color ID ? Or how to make a specific blood stain.... say; hand symbol blood stain on leather…
Thanks! If I have time to try out different parts of trim/textures I will see how they look for the base. Thank you very much! I will PM you some resources for learning. My workflow is pretty simple, for this I purely used Maya for modeling and Photoshop for textures. The render is in Marmoset. Also, feedback is always…