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Feedback on textures for RedRocket/others (updated regularly with new screenshots).


P1K1

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Hi, guys. I could use some feedback for some textures. Still learning how to deal with specular maps properly so bear with my noob skills. Ty in advance.

:laugh: Comments appreciated. :laugh:

 

All textures made with Photoshop (texture, normals and specular).

 

http://i.imgur.com/WdKJQAu.jpghttp://i.imgur.com/80tNYLz.jpghttp://i.imgur.com/wlxJqd2.jpg

Edited by P1K1
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It looks good. Even though this is an architectural style I don't really like personally, you've captured it very well and it's quite fitting to the setting.

 

My only concern would be that it seems a bit too shiny. Those sorts of tiles do have a bit of shine to them, but it looks like it's slightly too much here and it gives it a slightly unreal appearance. Maybe if you dropped the upper green levels on the specular map it would help.

 

That's a very minor thing though and it really doesn't detract from some very nice texture work. Well done.

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You're welcome. Although I feel like such a hypocrite pointing it out because I have such a bad habit of making my own textures too shiny, much moreso than yours here. I guess it's why I'm sensitive to it though.

Looking forward to seeing more, I may not have gotten the spec advice quite right since it was just a guess from the look of it all combined together but it sounds like you're trying a couple of different options so that shouldn't matter. You'll be able to see if I got the suggestion wrong or if it helps.

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No worries, I really appreciate your opinion. I always tell my students, "...one is neither too big to learn nor too small to teach..."

I will post some screenies of diff specular map attempts...hope I get at least one right XD

Btw, any idea if a cavity map helps?

Cheers.

Edited by P1K1
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I haven't used them before, but I don't do a lot of 3d modelling (I'm trying to learn a bit more though). Although I suppose a lot of my normal maps and specular maps I'm painting from a sort of imaginary cavity map that I picture in my head.

 

I don't think there's any direct in-engine support for cavity maps in FO4, but if you've generated a cavity map from a 3d model you can incorporate the effect into your normal and specular maps. (I could be completely wrong on this though as I am a novice at Fallout 4).

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Mmmm, will try that tomorrow to see if it works or if it makes any difference.

Anyway, here's a diff normal map, makes colours darker but despite being shiny, this one reflects light in a better way...only noticeable in game while moving. Also, my personal RR ceiling, mouldy I should add XD and also a rug...

Will post some more pics in ten or so.

 

http://i.imgur.com/7cO0Lv7.pnghttp://i.imgur.com/dX0vLxS.pnghttp://i.imgur.com/G21UMpX.pnghttp://i.imgur.com/ANyJOs8.png

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I love it, the darker colours of the tiles look fantastic with the light playing across them. It really brings out the opalescent texture of the tiles which was previously lost a bit in just seeing bright light.

 

I like the moldy ceiling effect, especially with the way the normal map gives it a real 3d feeling. I'm not sure about the orange outer border on the mold patches though, it does make them visually distinct but looks a bit too clear and sharp for a natural object, especially contrasted with the desaturated mold. Maybe if it faded out over a larger distance?

 

The rug just look great, I've really got nothing to add there.

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