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Handpaint Game

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polycounter lvl 12
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hannes d polycounter lvl 12
Hello everybody

I am making a hand painted hack and slash in Unity
feedback would be very much appreciated
this is my first attempt at hand painted textures,
i stillhave a long way to go as you can see
here is a screenshot
26860541.jpg

Replies

  • bugo
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    bugo polycounter lvl 17
    do I see some kind of Chrono Cross right there? ;)
  • hannes d
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    hannes d polycounter lvl 12
    never heard of that game
    it looks interesting

    here is a update
    screen2lw.jpganother update
    screen3btr.jpg
  • turbello
    Cool!
    The ground of the first picture is better than the second one by the way. :-)

    And some feedback:
    - there's something wrong with the small grass tiles in the second picture.
    - The house is fun but it looks strange. I don't feel allot of depth in it.
  • oobersli
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    oobersli polycounter lvl 17
    bugo wrote: »
    do I see some kind of Chrono Cross right there? ;)

    you mean the more superior chrono trigger right? ;)
  • hannes d
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    hannes d polycounter lvl 12
    screen5uf.jpg

    and here is some conceptart

    1copym.th.jpg2copyh.th.jpg3copyb.th.jpgenemy1.th.jpgmodelsheethero.th.jpgpropscopy.th.jpg
  • hannes d
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    hannes d polycounter lvl 12
    im working on an engineer
    1.5k tris
    512x512

    ingame:
    81299453.jpg
  • AzzaMat
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    AzzaMat polycounter lvl 9
    Some of your work looks like it has some smoothing group issues
  • SHEPEIRO
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    SHEPEIRO polycounter lvl 17
    your doing something that most people do thats real easy fix...with your ground blends...your blending between sand, grass,stone straight which leads to a very blended look.

    what you need is a structure more like:
    sand
    -
    sand with clumps of grass in
    -
    grass
    -
    grass with the odd stone in ___AND___ grass with muddy patches
    -
    stone______________________AND ______________________mud

    if you get the blends correct and the mix in each texture right this will give much better blends that look way natural
  • hannes d
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    hannes d polycounter lvl 12
    AzzaMat
    could you tell me which one please?
    SHEPEIRO
    ty
    i will do that


    rigged and skinned the engineer
    here is the latest texture :
    should i go with lighting(right) or just flat diffuse(left)
    or should i change the lighting
    7engi.jpg

    edit:
    here is the concept for the next 3d model
    its a mine rail car (kind of waypoint system)
    this is the startplace at the surface, sort of steam driven elevator
    if you do quest x for the engineer you unlock this

    trainv.jpg
  • hannes d
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    hannes d polycounter lvl 12
    here is a color blockout
    2k tris
    1024x1024 atm, might scale down to 512
    10422525.jpg
  • hannes d
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    hannes d polycounter lvl 12
    87110936.th.jpg

    did a small overpaint
    if anyone has tips to make things "read" better
    i would love to hear them
    atm i have the feeling its sometimes to chaotic
    99178238.jpg
    2012-07-25
  • Selaznog
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    Selaznog polycounter lvl 8
    Definitely way too chaotic...Rather than grass underneath, sand/dirt would look better. It'll read better once you get some AO in there too
  • hannes d
  • ivanzu
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    ivanzu polycounter lvl 10
    Much better now but add some scratches on gears so it tells the story.
  • R3D
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    R3D interpolator
    Looking very nice! Also check out Spiral Knights, they also have a handpainted style.
  • Stoop_Kid
    I just wanted to say, I like this thread. I like this thread very much. :) Keep it up!
  • Reale
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    Reale polycounter lvl 6
    that last image reminds me of bastion for some reason! sub'd!
  • hannes d
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    hannes d polycounter lvl 12
    the rigging is done
    yesterday i did a small test to see if i could animate the uv in unity, but he ingnores it so had to find a solution to animate the rope,
    i did not wanted to code it in unity so i took 18 planes and rigged and wired them so that they would loop, or stretch, at the desired moment
    took me 4 hours untill it was correct
    also while i was at it i decided to also wire my already basic rig
    now al the gears connect and don't rotate separate
    now the rigging is done, i can get back to texturing :)
    (also textured a little bit more, the rail stop sign, and the rails (they got a lil upgrade)

    83213109.gif
    (the gears sometimes seem to spin weird/backwards,
    thats because the framerate of the gif is way lower then normal )
    spiral knight looks great, thx for the link
    bastion was the reason why i started this game :)
    first i was going to paint all the props and the enviroment just like bastion, but in the end decided to do it in 3d

    im trying to create a kind of giant dungeon
    the thing i am making now is a kind of entrance to several places
    kinda like a teleporter

    here is one of the first concept art pictures:
    i thought i already posted it :p
    leveldesignl.jpg
  • Fnitrox
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    Fnitrox polycounter lvl 6
    loving this latest updates!

    maybe the furnace behind the mine and the stuff around it could use some light coming from below painted on them

    will be following, keep it up
  • hannes d
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    hannes d polycounter lvl 12
    I think I'll leave it like this for now
    and then compare it to other props and enviroment things when i have a few of those
    I have the feeling that it is getting a little bit to realistic
    have to make some more things to compare
    57830486.jpg
    4348 tris total

    rail1j.jpg
    T:270 tris
    I: 62 tris
    L: 110 tris
    U: 136 tris

    they all have the same texture map 256x256
  • achillesian
    first post and last post look like it's from 2 different people.
  • proximity
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    proximity polycounter lvl 9
    completely agree your progress is great :] keep it up!
  • AzzaMat
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    AzzaMat polycounter lvl 9
    agreed with proximity and achillesian, your level of art quality just jumped massively. Love it =P
  • Ged
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    Ged interpolator
    wow that last post looks great!
  • JasonLavoie
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    JasonLavoie polycounter lvl 18
    Very very nice, interested to see how the other pieces come out :) The texture work so far is solid, very loose but I think that's what makes it so appealing.

    Looking forward to seeing more :)
  • Ehsan Gamer
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    Ehsan Gamer polycounter lvl 6
    WOW . very nice job.

    Keep on dude .
  • hannes d
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    hannes d polycounter lvl 12
    Yesterday I haven't made a lot of progress
    I was stuck on the terrain in unity
    so was looking for something else
    did a bit research and decide to make custom tiles
    I modeled and uvd the mine tiles
    today I finished them and started texturing
    i uvd everything on 1 1024x1024, might scale that down
    its grey so i can decide the color in unity
    here are a few screenshots
    (they are supposed to tile in every direction, including left on bottom etc, but there still are small seams)
    26220566.jpg54382070.jpg38193989.jpg

    a few updates:
    40393504.jpg
    high contrast
    low contrast (i think this will read better in the game)
    33240990.jpg
    82805116.jpg
  • hannes d
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    hannes d polycounter lvl 12
    spend the whole day on this:
    15098242.jpg
    it probably looks very boring
    but it ll come in handy soon
    it's a basic level editor
    with intuitive controls and dummy proof
    now it only supports just plane tiles
    everything is already loaded, but not placed yet
    i plane to use this to quickly create a lot of rooms
    then i can use a script to randomly place those rooms
    then every time you play you get a different map
  • Gooche
    Loving the texture work and 3d style mate!
    also quick question are you now able to paint over the tiles you made in unity like when you paint your textures in the environment editor?
  • hannes d
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    hannes d polycounter lvl 12
    You can't paint on the texture in unity (would be fun to have but i think it could be quite time consuming to code that)
    I model and paint everything in 3ds max
    sometimes use a little bit photoshop

    so I didn't made the tiles in unity, just load them
    glad you like it
    if you have more ideas (like the texture paint) just post them
    today i'll finish the basic level editor so he automatically makes corners etc,
    and a security check so he can't place 2 planes on the same spot
    and when that's finished I'll make same props and decals to break tilling

    edit:
    been busy coding for a few days
    wont post coding update in new reply since polycount is more for 3d and 2d
    so it doesn't need the bump
    here is a screenshot from the lvl editor current state
    i made a thread on the unityforum where i'll post all of my updates
    hope to start moddeling soon again :)
  • hannes d
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    hannes d polycounter lvl 12
    56953382.jpg
    stopped coding the level editor, and started creating a level
  • Dysengaged
    looking really good, loving the hand-painted textures :)
    really simple yet really effective :)
    Also with the addition to the shadows around the edges of the rocks really makes it stand out alot better :)
    keep up the good work
  • Skybex
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    Skybex polycounter lvl 6
    Loving the style and your progress is excellent.
  • R3voke
    Your textures are pretty damn awesome man :D Keep it up
  • hannes d
  • brandonorden
    That's some really strong progress! I like the gear furnace and the railroad tracks.

    Also, I'm happy you were inspired by Bastion. Keep drawing from that and I'm sure everything you do will continue to look great.

    My only suggestion for now is if you are going for a "Bastion style", I'd pump up the saturation around everything a bit. Bastion has a ton of vibrance and saturation in most of their environments. Then again, I'm not sure if that was your intended visual target or not, so whichever the case, just keep it up! :)
  • hannes d
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    hannes d polycounter lvl 12
    here is an update
    i have been messing the whole day yesterday with writing a unity shader
    never did that before so had a lot of problems
    but now i can have stronger light and shadows
    and more control for the self illumination shader
    heres a screengrab with a skillbar painted on it
    61897379.jpg
  • BradMyers82
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    BradMyers82 interpolator
    looks really cool, and congrats on your progress thus far. Your texture painting skills have improved a lot so far. Only concern would be that this level is looking way too similar to Torchlight mines atm. I would at least change up the color scheme cause you will with out doubt be criticized for that, whether you have been influenced by Torchlight or not. Keep up the good work dude!
  • Pix
    Torchlight's vibe is strong with this one, subbing to your thread, gonna keep my eyes on it, looks great so far.
  • Micah
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    Micah polygon
    Nice stuff so far, really geat! Only problems I have is that you have seams in your tilable rock ground texture. Im not sure how you went about making the texture, but I would offset it in Photoshop and fix some of those rocks.

    The wall tile dosen't look complete but also dosen't tile with the texture above but I'm sure thats still WIP.

    Keep up the great work, I will defo be keeping an eye on this!
  • hannes d
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    hannes d polycounter lvl 12
    haven't done much graphics this week
    all coding coding
    got a very basic UI now
    gave the hero texture an update(also added his hand)
    here is a screenshot
    zommed in, so you can see how wip some textures still are :(
    but i want gameplay first
    80341820.jpg
  • Tom Pritchard
    I must say I completely agree with those who say that you've progressed amazingly since the first post. I'm completely outstanded.

    Bravo.
  • Dysengaged
    amazing progression :)
    Looks really amazing, cant wait to see more :)

    must say the hand-painted textures are really coming along :)

    Keep it up :)
  • seforin
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    seforin polycounter lvl 17
    Ok not to knock ANYTHING youve done, but on a gameplay perspective I would work out the basic mechanics and gray/white box everything first before spending so much time on art..if you are going to invest time in art invest it in things that you know will always be used in the game. Right now I see a great hand painted scene, what I dont see is any gameplay or design.

    Im super impressed you got a functioning level editor and that you can keep a quality of art both this high!

    But toss up a basic game play video. Make sure you arent building stuff for no reason. Make a fun game 1st and a pretty game 2nd is the way you should be doing this, not the other way around!

    (want proof look at mine craft....game had a solid gameplay mechanic worked out, and had pixel art done, and everyone flips over it...now look at a game like I dunno Spacemarine, and you see a really pretty game, but nothing really fun or intuitive with game design)
  • hannes d
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    hannes d polycounter lvl 12
    here is a webplayer:
    i don't have any real gameplay yet
    but i'll try to do that now
    what you think is the most important thing i should work on next?
    i think now :
    - a working lvl up,
    - skills

    webplayer (9mb 19/08/2012):
    https://dl.dropbox.com/u/16868854/WebPlayer/WebPlayer.html
  • hannes d
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    hannes d polycounter lvl 12
    alright
    i blocked out a few things
    items potions gold stats (no models yet)
    also have a sound animator blocking out the sounds
    now today an animator joined the team
    he'll redo my animations
    he s using biped so he'll reskin the char
    now i m thinking if i should remodel a few things
    since he'll reskin the whole thing
    ofcourse the longer i spend on this, the longer the animator has to wait
    i'll also drop the shirt and use texture blend
    that way i wont get skin peeping through my shirt and pants etc
    could i get a bit feedback on the form, silhouet of the char, and anatomy
    i can easy change the texture, but changing the model once it's rigged might get anoying
    i'll give the animator a sliced model for now (so no skinning this way)
    anatomyhelp1.jpg
    anatomyhelp2.jpg
    i'll use seperate meshes to break the silhouet
    like in here
    http://answers.unity3d.com/questions/22961/multiple-textures-layered-in-a-single-mesh.html

    also if there is a place you think needs more (or less ) tris, loops ...
    tell me
    here is the UV:
    bodycopyy.jpg
    256 atm
    might resize since i'll paint the clothes in it
    dunno if necesary for the blend
    gonan have to write a lil shader in unity so i'll see bout that

    if you think i need more or less UV, or i waste so much, tell me plz
  • nathanbarrett
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    nathanbarrett polycounter lvl 6
    This looks AMAZING
  • hannes d
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    hannes d polycounter lvl 12
    Hello everyone
    i ve been coding for quite a while
    and i got most things working
    so i can start to create content again

    also, my school started again today
    and we have a new course this year
    game graphics
    here we will learn to handpaint textures
    i'll post these here if i might use them in my game
    these are from in the class
    they are a bit raw since we didnt had a lot of time:
    stonecopy.jpg
    stone2copy.jpg
    woodcopy.jpg
  • hannes d
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    hannes d polycounter lvl 12
    here are a few i tried at home
    this one is a pattern test
    kasseiboogcopy.jpg
    material test
    earthcopy.jpg
    longer material study
    quite happy about this one ,took me about 3 times longer then the one above
    dirth.jpg
  • jasonroels
    Wow, that last one looks great! By the way, where do you go to school? Kortrijk or Antwerp are my guesses.
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