Model Graham and Leo's 3D Assets - Critiques Wanted!

Rizz

L5: Dapper Member
Dec 18, 2009
210
21
A friend and I are working on a few map props, this is our thread dedicated to them. I (Graham) am the 3d artist for all the assets for the foreseeable future while my friend is focusing on texturing. We're in need of some critiques for the textures; however, we're only looking for critiques from actual 3d artists who've worked with getting their own assets into the game.

The first asset we're working on is a medieval well, we need some useful critiques to help us grow in the realm of tf2 texturing.
https://sketchfab.com/models/eff8352a283a46f3ba7a85fbf5b7c5b0
 

Coding Ethan

L2: Junior Member
Oct 12, 2014
93
109
That prop looks amazing!
 

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
I really like the model, but something about it just seems very Dota 2-y. Perhaps it just needs showing in an in-game setting?
 

Kraken

Few more zeros and ones for the site to proccess
Dec 21, 2014
430
121
That is an excelent looking prop, but the roof tiles don't really fit tf2.
 

Tumby

aa
May 12, 2013
1,085
1,194
Maybe you guys just need some theory first?

Official color pallet
91b0fba447.jpg


Texturing-guide on Polycount
http://www.polycount.com/forum/showthread.php?t=73559

Official Artwork
http://www.teamfortress.com/artwork.php
 

Rizz

L5: Dapper Member
Dec 18, 2009
210
21
Thank you Tumbolisu, we've seen that however. Do you, or anyone else have any critiques on the art style in terms of brush strokes? We as a team are looking for replies from experienced artists instead of links to guides, or videos. No offence intended of course!

I may ask on the polycount forums as well very soon, but tf2maps.net was my first stop. :)
Could the DotA theme work in TF2 if the textures were TF2ified? I am talking about having the wonky feel that dota and other games have in the model itself, but the texture follows the TF2 standards.
 

Moonrat

nothing left
aa
Jul 30, 2014
932
585
TF2 mostly has really broad strokes within the textures, yours are a bit too precise to fit in with the other props, I love the rest of it though!
 

Rizz

L5: Dapper Member
Dec 18, 2009
210
21
Thank you Moonrat, that is helpful advice! I'll show my texture artist buddy some example if I can find some.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
My opinion, your brush strokes aren't thick enough, and the tiles are much too defined. I'd say make the tiles thinner, more uniformed, more saturated, and have them overlap.

The roundness and flow of the supports also doesn't feel like something you'd see in TF2.