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Great work Mo... , can't wait to see this finished.
Hey this is looking great dude!
Lemme throw my two cents in tho. Although its kinda hard to tell from the images (and they may be completely fine), your textures look like they are a bit on the dark side. I would suggest brightening them up.
One reason is that when in game (and i could be completely wrong) dark textures look black under shadow - you want your textures to read even when its dark. And vice-versa with bright lighting - your textures might look unusually dark.
Once brightened, try supplement it with some contrast. Right now the small minute details you have read as noise from a distance. While it may look great as detail close up, try to think about how it will look from all ranges - when your textures get MIPPED the small detail will be lost anyway. So just like a painting, its the broad, large shapes that matter, and the small details are only there to enhance them.
So by brightening up your images you can introduce some AO in the recessed areas, or use that AO as a mask to drive a dust map, and add dust into the cracks (Not everything has to have dark cracks, try to think about the set and setting of the asset). Also introduce some rust in unused areas, or maybe water streaks. These visual details will help sell the story / history.
Also try to add some random color variation into your image too. I used to be so guilty with this too, but i did learn a few methods that could help. One is to paint some bright hues (like primary colors) over your texture, and then set that layer to a very low opacity with a blend mode (5-8% overlay works well for me). It should just be very subtle, but it makes all the difference.
Also try adding some color into your spec map. Very few metals actually reflect color (gold being one of them), but if you tint it ever so slightly it will just help the metals read as metal.
So just to recap, brighten textures, Add contrast by adding an AO or something, and introduce some color variation.
I wish i could show you an example, but i'm on holiday and have no computer :( Keep it up!
Robbinsmooth thanks for advices. This is not a final map of course. I did paint dents mostly that's why it's darken. It has to be cos AO will loose them. Good Idea about color variations maybe will try this. But all the way it will be overlayed with dwemer textures. And yes i did not make detalisation that would be seen from a distance will check this point tomorrow.
Wow I am liking the way this looks Mo. Is this actually going to function in game as a forge for crafting? Or will it be purely asthetic? Also I don't think it looks too modern at all, I actually think it has a distinctly Dwemer look. Great job to the concept artist.
Adult dwemer is looking into eternity. That means texturing!
Hey guys here's the dwemer alphabet with my try on making decoration
Hey guys thank me later...
And i made my own, hope you guys like it.
swip4fun I already have a dwemer script plugin. For the forge we don't use a script but unknown dwemer symbols.
Thank me later...
Forge is done. We will make final textures after we decide how dwemer stuff has to look like in general.