View Full Version : a bunch of textures i've made
Sampsonx 07-19-2008, 05:21 AM Below is a bunch of textures I've made. Criticism is welcome. (Also posted this on game-artist.net)
Basic Metal
http://i42.photobucket.com/albums/e306/sampsonx/BasicMetal.jpg
Metal 2
http://i42.photobucket.com/albums/e306/sampsonx/Metal2.jpg
Metal 3
http://i42.photobucket.com/albums/e306/sampsonx/Metal3.jpg
Mud
http://i42.photobucket.com/albums/e306/sampsonx/Mud.jpg
Hay
http://i42.photobucket.com/albums/e306/sampsonx/Hay.jpg
Concrete
http://i42.photobucket.com/albums/e306/sampsonx/Concrete.jpg
Rock
http://i42.photobucket.com/albums/e306/sampsonx/Rock.jpg
Dirty Bricks
http://i42.photobucket.com/albums/e306/sampsonx/DirtyBricks.jpg
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iLegacy
07-19-2008, 05:05 PM
very nice! :) can you show us the texture sheets itself?
PredatorGSR
07-19-2008, 10:55 PM
Textures look pretty good, but they don't show much. You've showed off the shader as much as the texture, and I'm assuming you didn't write the shader. Creating a good texture from a photo texture is only a small part of an environment artists job. In addition to the basics like modeling and uv mapping, as an artist you need to show that you can use all your skills to create a quality piece of art. I would recommend creating a small environment and texturing it to show that not only can you create a quality texture, but you know how to use them.
If you apply these textures to an environment, you'll be able to show them off in a way that shows your artistic ability in a much more meaningful way.
Oh, and on "metal 2" and "concrete", the tiling is very noticeable because the features are too unique. You need to either take out easily noticeable features like that, hide them with grime overlays, or increase the size of the texture and the distance it is used over in order to hide them. Using them in an environment will help you decide which course of action to take.
ArtsyFartsy
07-20-2008, 12:42 AM
+1 to everything predator said. I have some similar samples in my portfolio and they're totally useless. Nobody cares about them.
You don't specifically say whether these are photobased, or made by hand. If they are 100% by hand, then they're good and i think you have a lot of potential, you just need to add greater variety. A plain brick wall is very simple, and you should incorporate more elements in it, like maybe torn posters, pipes, trims and so forth. Photobased images are impossible to judge. For mine i was hoping i could emphasize the fact that the normal maps were done by hand but still - no one cares.
But i don't want to sound negative. These are generally good, and you could showcase them more successfully as part of a unified scene.
The hay one is in my opinion the weakest one, because of it's 2D flatness. It desperately needs a bump map.
PredatorGSR
07-20-2008, 01:24 AM
I just looked at your profile and noticed that you're 15. Since these aren't for a portfolio, you can skip over the job advice, at least for a few years :P
Sampsonx
07-20-2008, 07:31 AM
thanks for the comments.
its just a 3ds max render.
the point of them is just to create a texture which can be used for whatever purpose.
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