Making this new assets for one of my clients, Dwarven Monster Slayers. It’s non exclusive content so expect it on the store when it’s finished. What I want to do with this is add as much dwarven/ dungeon based content as possible, meaning I’ll add more then one dungeon types in the design. There will be a lot of props and possibly things such as items…
some points of critique
heres what i would change;
reduce the thickness of the grout in your brick textures and remove most black from your albedos,looks like AO is applied in your albedo maps
Hmm, at first I would of asked you, why would you want to reduce the thickness of the grout? I actually wanted it to be like that but looking at it again I kinda see what you’re trying to say. Haha, I do have to admit I was guilty of using a lot of black with my first pack but not this time sir! : D Besides might you be talking about this?
(oh right I did use some PP AO on this shot)
I do have to admit that for that tile I did use a very desaturated color, almost black but not pure black, I still want some contrast between the bricks and the grout. Also it’s not AO, it’s just a darker colored cavity map. I’ll show you a few sections of my textures.
I still want a bit of a stylized look, tbh I don’t think I’ll be able to achieve realism. I do relate with you about the AO, gotta admit I use a lot of post processing AO when I need it. I’m still trying to get away from it as much as possible as I don’t like it that much. As for textures, I’m trying to get a specific weathering effect like this:
With normal maps on and lighting, the strong color contacts won’t even be very visible that much, trust me on that!
these screens look alot better. your colormaps look fine
might be something with your scene setup that u get all those black parts.
ive attached some examples on what i mean with the bricks
this gives clean sharp heightmap this looks blunt and unrefined
anyway, dont take this negativly im trying to help
I’m not dw! Used PP AO in the rendered scenes at strength 1 but I think I’ll set it up at 0.5 next time.
Yeah, I added some post processing AO over the albedo screenshots to so you can see the shapes better, it’s not pure albedo render.
Oh I see what you mean now, thanks! I’ll think about this, have to make another brick tile. Thanks for the drawing, I was having a hard time thinking what kind of tile to add. Btw what kind of brick tile do you think I should add for a below level, smaller or larger bricks?
It’s actually kinda hard for me to adjust the AO, I change my mind all the time about what I like and dislike lol but yes, I am trying to use less AO but the post processing is pretty limited so it’s hard for me to get what I want.
Not sure what you meant about normal strength, are you talking about the details on the stone or the actual strength of the normal texture?
Honestly I’m pretty ok with my first tile, it’s supposed to be all covered in cement like that, I think I used a specific reference image for it, but what you showed me makes more sense. I’m gonna me 2 more times then.
Dude, I like your sculpt and albedo map tile!!
Mind if I steal that tile design then? I’ll see if it works for me (I mean the thing you draw)
i mean the actual normaltexture strength , there is a slider in the standard shader
feel free to use my attachment as u wish, they were for a dungeon i started but never finished it.
i got lost in the dificulties of modular design and texture atlasing
Tried out your texture, it’s pretty cool! Btw what do you need a colored specular for? For pbr you won’t need that unless it’s gold or metal right? I’ll show you some screenshots later.
This is strange but every time I click to go on your profile it gives me a error. I wanted to see more of your dungeon stuff.
In other news I just finished the pillar. I’m not satisfied with the lighting preset but whatever…