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#11 (permalink) |
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Senior Artist
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Post some examples so you can get critiques! it's hard to say where to improve when we can't see where you need improvement.
Those references you posted are either lit with a lot of lights and rendered, or have lighting information painted in, which looks good until you get it into a level. The number 1 thing to think about when texturing is how something is built. A base shiny metal, with paint on, with paint worn or scratched or chipped, revealed areas oxidizing, dirt building up, dirt wiped away, etc. And there can be multiple layers and ages to all of that. |
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#12 (permalink) |
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Mod Leader
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Yes, you're right. I'm sorry I did not post examples earlier. I am working on a 3D scenario for Marathon (marathon.bungie.org) the game is being designed in an engine that is currently fairly low tech, and it's the only Mac compatible engine I can use right now. It's normal mapping support is BAD, so normal mapping is currently not an option. This game is not designed to look pretty, it is mostly one huge learning step for me.
Here is an example of my work. NOTE: The Marathon style is fairly flat with lots of smooth and rounded shapes with stark colors. Believe it or not, this is what the Marathon style usually looks like. ![]() |
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#13 (permalink) |
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Senior Artist
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I can give you a better breakdown later but right now the things that immediately stand out is that you're not paying attention to materials and you're abusing bevels without paying attention to component shapes. You have a groove going through that soft rectangle in the middle, which is destroying both of their shapes. You have the caution stripes on the bottom that do not deform or contour to the bevel on the bottom, and the caution stripes are solid colors that are scratched off, rather than looking like paint with multiple layers, actual surface texture, and degrees of wear and fading.
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#14 (permalink) |
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Mod Leader
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Hm... I understand what you're saying. And all your critiques are very true, but I just exactly see how to apply them. I am NOT a good texture artist. I have been texturing things for a long time, but I am taking a long time to learn. If you could give me a more detailed breakdown, I would appreciate it. I would also appreciate more critiques from more people, I want to get better at what I do, and solid, accurate criticism is what I need.
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#16 (permalink) | |
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Game-Artist.net Admin
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Quote:
![]() the main thing that is bothering me with your piece is that it's all to random. Lines comming from nowhere going to nowhere, patches here, patches there, etc. You can't tell if it's a wall panel, a door panel or a floor panel. This might be ok to do some quick tests, but if you want some serious pieces you need to think about these things before you start them. Maybe draw some sketches for different paterns and what not. But you're on the good way though, if you can keep this up i'm sure you'll manage to get some nice ones... You might want to get a thead in the wip section btw, i think the chance that someone will comment your stuff is alot bigger there... ![]() cheers ![]()
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![]() Jeroenmaton.net - Scetchbook Thread - 3dsMax Viewport Shader - Ten Texturing Tips - Supports good crits - |
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| The Following User Says Thank You to doylle For This Useful Post: |
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#17 (permalink) |
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Senior Artist
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avoid the noise!!!! one thing i notice with some peoples textures is that they are way too noise avoid tons of small detail, what makes metal look like metal is grainy areas complimented by larger smooth areas. Seriously take a look at that hard surface texturing tutorial posted earlier. adding some smooth paint on top of some of the trim areas could work wonders.
Also make sure you are using layers effectively. try to imagine how all the elements are layered in real life and your texture should almost match it, but not always. for instance your caution tape should be on the top layer, and instead of painting the metal on top of it, erase or mask off areas you want to be peeled away, its much more realistic doing it like that and will help you when you go to create normals or specular maps. Dont just dodge highlights for corners use a grey or some sort of base color to make it look like scratched areas. And dont paint in light information. It might seem hard at first but eventually you will get used to it. If you want to simulate depth use the inner/outer glow effects so that everything is uniform. Remember this is a flat texture there should not be any light direction. |
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| The Following User Says Thank You to laughing_bun For This Useful Post: |
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#18 (permalink) | |
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Mod Leader
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This texture is like a classic wall texture from the Marathon series, so to me it looks like a wall, but, it needs to look like a wall to everyone. I will do what you suggested, and make a WIP thread. Many thanks to you all! ![]() |
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