Thanks for your help so much, Just before I was about to give up, I persevered some more and started to get to grips with the whole cage thing some more.
here were the results i finally settled on:
The most difficult part turned out was working with blenders awfully fiddly scaling axis (my mesh is at an angle). also used the fatten/shrink. and so after some trial and error i got the cage to work the bake pretty nice
much appreciated for you advice, without it I wouldn't have even known or thought about learning to use cages.
Zylex, this is not about painting cleaner textures, although its one of the defining properties for handpainted textures I guess. Its more about WHAT you paint.
So far, all your textures here look like:
- um, ok. if I scratch here, then I think it should look like crack. maybe.
You don't think. You need to know. If you don't know, find out. Use google, or go to the oldest subway station in your city, sit there for hours, stare at all cracks on the floor you can find. (Well, at least thats what I find myself doing sometimes )
Also, you still using black. Don't. True black is nowhere to be found in nature, therefore its pretty unnatural. Its also creates unwanted contrast in your textures, which is common for photosourced textures, but is no-no in all this handpainted business.
If you got it somehow in your texture, get rid of it. Paint over or whatever, just remove it. It makes your textures look dirty, in a way you don't want it to be dirty.
Don't use dodge and burn. This is fairly common advice for digital painting, and in fact, its kinda overrated, but both dodge and burn are friends with your lazyness. Instead of choosing colors for your shadows or highlights, you let automated tools do the trick for you, and you end up with flat (colorwise) and boring textures. Some day you will find these tools useful in certain cases, but not now.
Don't use photo-overlays. Use photos as references, but never overlay them over handpainted textures. At least if you want it to be still handpainted
Exaggerate your details. Don't paint some 3x4 pixels crack and call it done. Even if it looks like crack, with that size, its one of the details you don't bother to paint. Therefore achieving cleaner and stylish look.
Learn something about how light works. Direct light, bouncing light, etc. Maintain your lightsource position for each element of your texture, unless you painting something specific, like self-illuminated texture.
Study materials. Handpainted or not, marble and asphalt still cracks differently. Same for reflective properties.
I think that's a really nice scene! As for some critique: The lighting is more interesting and works in general, but due to the layout of the scene, it's still pretty much head on, washing out the normal details on the house. The colorful bounce light on the surrounding houses is neat, though. You could try how it looks with more of the central house in shadow, perhaps. You could play with the reflectivity/roughness of the glass. The green is just unfinished geometry? The cobblestone seems quite uniformly shiny beyond the quartz bits. But if you like the effect, you could go for a scene right after a rain shower. Maybe some displacement or parallax occlusion for the stones?
The surface detailing on the walls of the main building seems quite deep and soft. Perhaps try sharper and more detailled to get more of a visible effect. Even if they patched over holes, they probably would have done a better job seeing the overall straight structure of the building. For example, it's unlikely to have such a big hole right to a more or less untouched edge like to the right at the base of the arch.
I found the base to be too heavy for a monk, plus building on the surface of the figure adds a lot of volume. I am using the character to get to know kitbashing but also testing plugins for blender. So far I have used Hops, Boxcutter, Decal Machin3, Mesh Machin3 and KitOps also the Ultraborg library from Bulgarov.
I have a real bin of reference, here is some of it:
I didn't really think about it, but if kitbashing doesn't conform to the spirit of the Brawl then feel free to move the thread to the standard wip section.
I notice 'If you're using concept art, please include credits to the artists as much as possible.' Does it mean that we can pick the subjects based on the field of any video game ? and modify it ?
i tend to pick character from lol . wonder if i were allowed ?
Hi everyone, new here! Just finished modelling one of my favorite (old) guns, SKS. Any feedback would be greatly appreciated. You can check out more shots here: https://www.artstation.com/artwork/4Nvmgl I'll be adding more detail shots, breakdowns, texturing and UV in the future.
I'm a big proponent for using trim sheets... for trims. Not for large surfaces with tiled textures. So the cobblestone street for example is a worth using a tiled texture which is just stones alone. This gives you more variation and helps avoid repetitive patterns.
Another trick to avoid repetitive patterns is to mix two or more tiled textures together, using a trick like vertex painting. So you would create two or more versions of the cobblestone texture, and blend them together to create variation. Or blend in a dirty-cobble texture for the edges of the street where the gutters are, and occasionally in the middle where animals pooped or whatever.
This guy is seriously difficult. He's just got no shape....Not particularly fat, but little to no muscle to speak of, and so pale the lighting in the reference practically nuked what definition he might have had. In a word....Average. Which is good, because that's what I wanted to practice; it's no good only being able to understand the shapes of muscle men. But difficult. Nothing was quite as defined as I'd like for visibility, and with the amount of fat, the shape of the ribs and obliques were a lot less distinct than on the muscular guy, so I found it difficult working out just how to separate them to be just right. I don't think I got it quite right, but I do think I understand how I fucked it up, so my next try will probably be a little bit better. I ran out of free time today to work on it, so the back is basically not even started. That's a bad habit too, thinking about it; it's probably better if I follow muscles and groups round as I work, rather than doing a back and front as if they're separate.
Next one will be less shit. My understanding increased a little bit.