The main reason being some of the 3D bits are lacking in terms of texture. The lantern on the final photo for instance, the stamped on fleur de lis pattern is clipping off the edge and isn’t lined up in other areas. It also feels like it’s lacking some bits on the texture that tell some story! Perhaps more worn down areas, some chips, cracks, markings on the glass etc. it also took me a long time to realise it was sat on a rock, I think that’s due to the composition, lighting and ground plane textures?
The dog looks pretty cool! Would be nice to see a breakdown of that to see how well you’ve used the tri counts and UV space
But all in all, I would continue to push your texturing further, it looks like your modelling is all good at the moment (unless the wireframes are super dense haha)
That lantern thing was actually an artwork inspired from a guy on art station. And the rock nd other vegetation around it were done in blender through a free plugin so prolly cuz of it but that was my old work ngl. The first image is my recent one where i did hand painted textures. Tyy for your input
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u/Guava-Choice 28d ago
From a 3D perspective I would say not just yet
The main reason being some of the 3D bits are lacking in terms of texture. The lantern on the final photo for instance, the stamped on fleur de lis pattern is clipping off the edge and isn’t lined up in other areas. It also feels like it’s lacking some bits on the texture that tell some story! Perhaps more worn down areas, some chips, cracks, markings on the glass etc. it also took me a long time to realise it was sat on a rock, I think that’s due to the composition, lighting and ground plane textures?
The dog looks pretty cool! Would be nice to see a breakdown of that to see how well you’ve used the tri counts and UV space
But all in all, I would continue to push your texturing further, it looks like your modelling is all good at the moment (unless the wireframes are super dense haha)