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Old 26-11-2011, 08:08 PM   #1 (permalink)
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Radiator Room [CE3]

Hello guys,

I'm creating this environment (Fort MacArthur Museum) for an free indie game using the free ce3sdk. I'm stuck and I suck at texturing the assets of the environment.

I really need your tips/crits/advice because I really want to improve my weakness(I can't even match the lighting and color of the wall from the reference ). Textures are WIP








Here are the texture sheets:





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Old 26-11-2011, 08:09 PM   #2 (permalink)
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Bonus HP's:











Sorry for the Photo-Barrage
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Old 09-12-2011, 10:54 PM   #3 (permalink)
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Small Update

I re-textured the door and the hatch.





Flats:

Door Diffuse and Spec



Hatch Diffuse and Spec



I tweak the lighting a bit by adding more power to the orange lights.



Once again I need your crits in my texturing because as you can see I really suck at it.
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Old 10-12-2011, 06:51 AM   #4 (permalink)
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I'd say you've not done a bad job at all.

It's just looking a touch bland at the moment. If you slightly exaggerate some dirt and grime (dont go too far though)

Also some of your colouring is off, the blue is alot more grey and desaturated in the ref, and the reds are more saturated. I think it's the lighting you just need to nail to get it looking great. Not sure what so say tho as I havn't used that engine. I guess it would look better if the lighting made the scene have a bit more contrast.

To be honest the reference is a tad bland itself. If your sticking to it 100% then your doing fine. If your allowed to use a bit of artistic licence then I would make the walls a bit more interesting, add posters, a notice board, maybe some safety signs etc. Have some tools or spare parts lying around, that kind of thing.

So far it's looking good.
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Old 10-12-2011, 08:29 PM   #5 (permalink)
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hey mist, thanks for the crits. I'm thinking of adding more grime and dirt in the environment. The emptiness of the reference is one of my problem and I'll try adding more interest to the walls.

thanks again for the crits and suggestion, I appreciate it.
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Old 11-12-2011, 08:52 AM   #6 (permalink)
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There`s alot you can do to enhance textures,such as your wall within the ce3 editor bud.Taking some time out to study the texture and shader documentation would be my tip.
Texture Creation Guidelines - 3. Asset Creation Guide - Crysis 2 Mod SDK - Documentation
Illum Shader - Doc 2. Sandbox Manual - CryENGINE 3 Free SDK

Alternatively,you could spice things up a tad in PS with some subtle but very simple overlays & tweaks.
Here`s a quick before and after & a simple psd that may give you ideas for future endeavours.
Love the models btw."great stuff"



psd
http://dl.dropbox.com/u/13071285/Wall_Diff_512a.rar
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Old 12-12-2011, 03:04 AM   #7 (permalink)
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hi BuLL, thanks for the sample psd. I retextured the modular walls and tweak some materials.

I tried using the visarea/portal tool and this is the result.






I need crits on the wall textures if it is too dirty.

thanks again.
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Old 12-12-2011, 08:32 AM   #8 (permalink)
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not sure what is it on a ceiling, right behind orange pipes
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Old 12-12-2011, 12:10 PM   #9 (permalink)
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theres a lot of damage on the walls corners but the paint remains intact. it looks like an old building has been repainted or something. If thats the look you want then ok. But if not you should have some paint chipped off too.
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Old 12-12-2011, 07:49 PM   #10 (permalink)
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I`d love to get hold of this scene and give it a good going over.."Don`t tell the missus".lol
There`s so much an experienced texture guy/gal could do with this scene.
Desaturate the wall texture a tad and add some flakiness & brick depth to the paintwork.That was the whole point of my initial reply.I was going by the ref you posted.
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