I just finished 2 personal projects, that I did to help me get to grips with hand drawn textures with lighting/shadow information drawn into the color map. Like you would find in mmos such as WoW.
The renders of the sword are taken with just ambient light all lighting information you see have been drawn into the color map: The texture res is 512x512. I used an old drawing from warhammer online as concept
Low poly sword (
View in 3D)
The box render was taken with a simple directional light to show it off.
These are pretty much the first hand drawn textures I’ve made so I would love some feedback or techniques I could use to make the next textures/models better.
Replies
It's also hard to gauge what the scale of this crate is supposed to be. Either it's a huge crate, or those are some very tiny chains (which will disappear if the texture is ever scaled down). Finally, it doesn't make any sense from a functional/story perspective. Why are there chains hanging from the space between the trim and the side? What's the banner doing there? Why are there Asian motifs along with Nordic runes on the lid? Things to consider.
Your spot on with everything It completely lacks direction because I didnt really have one when I started. Its pretty much the first hand drawn texture I did so I hadnt a clue about anything else than I wanted to try and learn many different techniques But tbh I think Ill go back and change it make the chains bigger and change the runes to some form of Asian symbols. Maybe draw a logo on the banner so it has a purpose as well.
What do you mean by uneven edge highlights btw?
Thx for the input m8 greatly appreciated.
ah i see what you mean.
i dont see the resemblance.
Anyway nice work dude ! :thumbup: