Right now I'd suggest pushing your lights and darks to give a better sense of depth. Right now things are looking a bit monochromatic and flat. Don't be afraid to add some other colors in there, for instance some greens in the wood or blues in the stone.
Also not sure if those square spirals in the wood pattern are really helping. Maybe exaggerate them?
Try putting some holes in the grass and then paint dirt underneath. You could also put some pebbles in the grass. Also, I think adding more highlights to the grass would be beneficial.
Ground textures usually need good color variation since typically, one texture is going to cover a larger area than normal. If the colors are too flat, not only will it be hard to spot certain details in the texture from far away, but the tiling is more obvious in that case as well.
Even though something is shadowed, you should be able to see more details in the shadows as well, such as between the bricks and between the planks of wood. :thumbup:
If it's wild grass, there will be a lot more variation in blade lengths, if it's lawn grass the ends should be cut off. Also theres a large dark splotch in the center that may be very visible if tiled.
Looking good so far. Grass is ridiculous hard to make look right (from my experience). For my scene, I just ended up doing leaf cover/clovers. You could try that as it's easier to make clovers fit a handpainted scene.
I think your rock tile texture could use some more variation. I did a quick paintover using colour balance. I also inset some tiles to add variety.
I think something to keep in mind when you're handpainting textures is to keep it colourful. For example, I highlighted with yellow and the shadows were done in purple. I'm sure you could find a combination thats a bit more earthy though. Whenever you do a texture, use photoshops Hue/saturation thing and boost saturation to max. If you only see one colour, then it could probably be improved. I've discovered that the best looking handpainted textures are always super colourful when you boost saturation
In the second half of the pic I pointed out that you dont really have a clear lightsource. The cracks will probably look better if you only highlight one side.
Okay I'm as far as I can comfortably go with this texture - I've run out of ideas for color/details. A paintover to show otherwise would be seriously appreciated!
Okay I'm as far as I can comfortably go with this texture - I've run out of ideas for color/details. A paintover to show otherwise would be seriously appreciated!
I'm still not sold on the wood texture though. Just my two cents but it looks more like rock in terms of flow and jaggedness.. Other than that, really great work. I like the rock texture a lot. How long did it take you to paint it?
I think with your wood your focusing too much on the micro and not enough on the macro. You have some nice details, but the wood is incredibly noisy. You need to simplify your shapes. Add some lighting, start dark and build up light. I did a quick paintover, hopefully it helps.
I could keep rendering, but this should demonstrate what I'm trying to convey.
Start with the larger shapes then start to add smaller details, all while trying to keep those larger shapes. It's real easy to start making micro details at first.
@Switz: the fish are looking pretty awesome, you might consider hinting at some scales but thats not that big a deal. I think the wood is the only thing that really needs work, I would probably just re-do it keeping in mind what Heart showed.
As far as the model goes It's really missing some shape and I think that's really taking away from it. I did a little example below, it looks like you just have a cylinder right now. consider adding some shape. Keep it up
Love this fish barrel - everything's really vibrant, and the fish look yummay Since you will never see more than half of the barrel at once, you can definitely mirror the barrel sides which would allow you to scale everything up a bit. With the extra space, I think it would be pretty cool to see you model out a fish so you could have a couple of them lying next to the barrel or something. This is really neat, can't wait to see more stuff
@Nash - I totally agree more geo would seriously help but unfortunately I was given 12-sided cylinder and that's it! I'm gonna do a second-rendition however and add more some poly-goodness.
@letro - thanks guy! I'm only using the simple round brush, with blending.
@Jess - I got so excited when I saw you commented on my work! Your stuff is amazing and anything you say goes About the UV stuff, I know! I realized about halfway through that I really don't need to texture every plane individually - so my plan is to use the final texture as a 128x128 (which it's 1024x1024 now) and re-UV it later. And i like the idea of having fish around; I'll get on it.
Took heart's approach with the wood texture, it's looking more like bark/stone but I think it's an improvement.
Added geo to the barrel as well in the previous post.. I think I'm happy with it. Starting a tree next; if anyone has any cool tuts/refs to share that'd be awesome.
the fish could use some gloss
When working with textures also try to apply different aspects of uving/uv space usage to your texturing process; so that in the end youll be learning a shit load of things. The barrel e.g. could use some mirroring and/or thirding
Again, everything looks superb! love those tiles, and the barrel, and the cloth. damn i love everything!!
Hey guys. It's been a while since I've done any personal work so I went ahead and started on a 'desert ground' texture; it's not totally finished but figured I'd share anyway.
Good to see you back at this, switz! I also like the shapes of your desert texture, it's definitely reading as desert for me. But the lighting seems all over the place; you've got the more subtle highlights pouring in from the top yet all the edges are distinctly outlined in highlights.
Also loving this style you've got going on here! Please keep it coming.
Wow Loving these textures ! also how does one , learn to texture like this ive been trying but my texture are never as sharp as yours and i cant seem to find any tuts as they all seem to have been taken down. Anyway goodjob and keep it coming
Replies
Right now I'd suggest pushing your lights and darks to give a better sense of depth. Right now things are looking a bit monochromatic and flat. Don't be afraid to add some other colors in there, for instance some greens in the wood or blues in the stone.
Also not sure if those square spirals in the wood pattern are really helping. Maybe exaggerate them?
I've also just done a fabric and grass texture - The grass is giving me a real tough time. The longer I look at it, the wonkier it looks.
Ground textures usually need good color variation since typically, one texture is going to cover a larger area than normal. If the colors are too flat, not only will it be hard to spot certain details in the texture from far away, but the tiling is more obvious in that case as well.
Even though something is shadowed, you should be able to see more details in the shadows as well, such as between the bricks and between the planks of wood. :thumbup:
I think your rock tile texture could use some more variation. I did a quick paintover using colour balance. I also inset some tiles to add variety.
I think something to keep in mind when you're handpainting textures is to keep it colourful. For example, I highlighted with yellow and the shadows were done in purple. I'm sure you could find a combination thats a bit more earthy though. Whenever you do a texture, use photoshops Hue/saturation thing and boost saturation to max. If you only see one colour, then it could probably be improved. I've discovered that the best looking handpainted textures are always super colourful when you boost saturation
In the second half of the pic I pointed out that you dont really have a clear lightsource. The cracks will probably look better if you only highlight one side.
@Selaznog - I took your advice; trying to work more color/lighting information into it, here's where I am for tonight:
I'm still not sold on the wood texture though. Just my two cents but it looks more like rock in terms of flow and jaggedness.. Other than that, really great work. I like the rock texture a lot. How long did it take you to paint it?
I could keep rendering, but this should demonstrate what I'm trying to convey.
Start with the larger shapes then start to add smaller details, all while trying to keep those larger shapes. It's real easy to start making micro details at first.
Good stuff though, keep it up!
@Switz: the fish are looking pretty awesome, you might consider hinting at some scales but thats not that big a deal. I think the wood is the only thing that really needs work, I would probably just re-do it keeping in mind what Heart showed.
As far as the model goes It's really missing some shape and I think that's really taking away from it. I did a little example below, it looks like you just have a cylinder right now. consider adding some shape. Keep it up
@letro - thanks guy! I'm only using the simple round brush, with blending.
@Jess - I got so excited when I saw you commented on my work! Your stuff is amazing and anything you say goes About the UV stuff, I know! I realized about halfway through that I really don't need to texture every plane individually - so my plan is to use the final texture as a 128x128 (which it's 1024x1024 now) and re-UV it later. And i like the idea of having fish around; I'll get on it.
EDIT: Rounded out the barrel
Added geo to the barrel as well in the previous post.. I think I'm happy with it. Starting a tree next; if anyone has any cool tuts/refs to share that'd be awesome.
left is new; right is old
the fish could use some gloss
When working with textures also try to apply different aspects of uving/uv space usage to your texturing process; so that in the end youll be learning a shit load of things. The barrel e.g. could use some mirroring and/or thirding
Again, everything looks superb! love those tiles, and the barrel, and the cloth. damn i love everything!!
DIFFUSE ONLY:
Also loving this style you've got going on here! Please keep it coming.