View Full Version : industrial still life
02-23-2011, 12:03 AM
This is the start of my industrial still life scene for skewl.
I'm a noob, but I want to do environment prop modeling and texturing.
Below panels are diffuse + normal, the brick wall is just a straight photo texture with bump on a cube... ignore.
My excuse so far is "pretty good for a concept artist" lol, cus I'm no good at 3D =P
crits & comments appreciated, I'm pretty far out of my league here in terms of 3D but its all a matter of learning the tools before I can make my art explode =P
02-23-2011, 06:33 AM
Your scene isn't bad at all!
First of all I'd like to say the famous 5 words that are hated throughout the industry. "Don't render with black background!".
It makes everything look so gloomy and, not interesting to look at.
The brick wall looks good, but it lacks depth. Maybe do some slight variations in the mesh. A brick sticking out a bit here and there. Just slightly!
The green panel looks good if you ask me. Wear and tear looks realistic, unlike the grey one. It looks like a dragon has clawed it, because the damages go all over it, disregarding height and depth.
If you made the scratches and damages only touch the higher areas it would look a lot more realistic, if you ask me.
Don't worry about being out of league! We all start out sometime, and those with more experience than you will most likely love to help you get better. ^^
Keep it up man!
02-23-2011, 06:10 PM
dragon comment made me lol
I got marmoset toolbag demo as suggested by a friend on the polycount collab project skype chat. Its a neat program and takes the time of figuring out rendering settings and all that jazz and lets me focus on my props and practicing. So I HAD to waste that time doing something else! so I made a video with my updated prop, it now has a specular map but in retrospect my UV maps are all wrong for this to make an effective texture.
I see good texturing and I am amazed at how everything is so close together and perfectly fits with using unique texture space
02-24-2011, 06:40 PM
First of all, welcome to the world of 3D! You've done the right thing by signing up to a forum for CC on your work, but it's all uphill from here so good luck!
I got marmoset toolbag demo as suggested by a friend on the polycount collab project skype chat. Its a neat program and takes the time of figuring out rendering settings and all that jazz and lets me focus on my props and practicing.
Marmoset is great... but bear in mind that whilst you are learning 3D, it is best to work with getting things to look correct in the viewport before jumping into any kind of engine. An engine with nice lighting and AA etc... will hide a multitude of sins in terms of UVs, Textures, Materials etc, and therefore you will learn more if you keep everything within the editor for now.
What tools are you using?
02-24-2011, 08:43 PM
Disting touched on this already but the reason your grey one looks worse is because you have texture elements crossing the structure of your model. A major idea to keep in mind as you paint your textures is to think about the structure of your model/normal map/material and try and paint around it in a way that pushes the form instead of flattening.
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