I want to get better at hand painting textures, so I figured I would make a thread rather than clogging up the WAYWO thread with my progress.
I've been working on some axes that were drawn by Max Davenport (Daven).
I used the concept as a plate to make the models but when it came to painting, I made a point to not use the eye dropper but to paint from the texture from scratch. I've made three of the five axes so far and I'm going to come back and do the other two once I work on some other stuff first.
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Progress
The cacti and rock show nice subtle brushstrokes in the concept...also not pushed far enough in range, but if you can duplicate the warm and fuzzy feeling, then i think you'll be successful in the 3D interpretation.
[sketchfab]d6NOHwmsf5Jd5VhhJTIS8oV6ZRq[/sketchfab]
Gotta love that SketchFab too...nice to be able to see it in turn around.
Heck I even like your wireframe........:)
T.
It is upsetting to think that people would do that, however it is not going to stop me from showing off my work in the best possible way. I have textures posted on my website as well in full resolution and I always make sure my watermark (which is really just my website and e-mail) is unobtrusive and in the corner. I want people to see my work, not a watermark. People could steal those pretty easily too.
People can rip models and textures out of games too. At the end of the day I would rather show off my work in a cool way that can impress people than worry about some asshat stealing my work and trying to pass it off.
Regardless, I love what youve shown, the axe to the far right has really nice flow, colours are great too apart from the glowy bit at bottom, it seems to be brighter/more yellow than the rest of the axe.
Buuuuut....your normals are inverted.
Feel free to take it or leave it, but I think the sand could be bumped up a bit to help differentiate it from the rocks. Not too much, but just a bit. Right now I feel like the rocks are getting a bit lost in the sand - though maybe that's what you're going for.
Anyway, a quick photoshop adjustment of your image to demonstrate what I'm talking about:
Left is the original image, right is after adjustments.
Good stuff though. Can't wait to see more!
Actually, nevermind that post. When looking at your model in the sketchfab viewer it looks like you already changed that. Oops!
Anyway, looks great!
Edit - Fixed the issue with transparency and flipped normals, but I have to re-upload the file 4 times. One thing I don't like about Sketchfab (and it is about the only thing) is that you cannot re-upload through the Max plugins as it creates a new entry in your dashboard instead of replacing the old one. When I tried to manually do it it broke the entire mesh and now that file is unviewable. Should be more or less fixed now.
would love to learn your texture creation techniques
Dicking around with some Final Fantasy XIV fan art. I really like the key art for the Arcanist so I'm going to try and get some diffuse painting done on her tomorrow if I have time. She's just shy of 5k.
Really shouldn't have taken as long a break as I did from the last project. Also, probably should have actually studied hand painted characters more.
Slow progress is slow. I guess that'll teach me to have a kid and think I'd still have plenty of time to get work done. :poly142:
I loved that cactus scene, got me wishing for a roadrunner
You could probably drop the contrast on the ears a tad, They are currently dragging my eyes away from the rest of the figure, And it feels just a tad too symmetrical.
Other than that, Im loving the hair/face/Neck piece, Gives me a sort of.. sciency vibe i guess.
I cant wait to see what the finished piece will look like
ive always got a soft spot for hand painted stuff lol
Yeah, I haven't edited the ears yet but I see what you mean. I was trying to simulate translucency on the ear lobes but I may have blown it out a bit. I'll have to fiddle with it and see what I can get. As far as symmetry, it's a mirrored model on everything but the hair (and that is only in the back that it's asymmetrical) so I'm not sure how much that will change.
I want to get back to work on environments but I had a bad habit of dropping projects when I'm halfway through, so I need to see this one through to completion. Also, forgive the fact that in the back shot it looks like the left hand is a baby hand. Perspective killed it.
Gonna get this rigged so I can start posing her. Probably going to add a book as well since it's the weapon in for the Arcanist class in FF:XIV
This was originally from the character challenge back in January. I decided to pick it up again since I hadn't finished it. Sculpted in ZBrush and I baked down the lighting information as a base. As of now it's just a diffuse map so I can practice painting. I should also mention it's not done yet as I'm working on hair now and have some other areas to touch up.
I was somewhat inspired by seeing how the models were made for League of Legends, in that they sculpt most everything in ZBrush and then bake it down and paint over it. Watching how fast Josh Singh could knock out sculpts and apply large changes was pretty cool.
Pretty close to putting this one to bed. Going to make the sword next and then rig everything for posing.
And here is where I am at so far
I plan on making a mini environment out of this with the intention that everything is 100% diffuse. I'm trying to not touch ZBrush as much and level up my texture skills. Mainly jumping between photoshop and 3d Coat. Let me know what you think and if there is anything that I am lacking.
Assuming you don't need fully dynamic lighting it's entirely possible to create an entire, complex scene with consistent lighting simply by giving everything unique UV space and painting it. (Another idea would be to create "shadow versions" or your textures and then either using additional geometry to 'cut in' shadows using basic texture blending or somehow use shadowmaps as a blend mask)
Honestly that'd probably look the best too. But for a highly detailed, complicated scene that is almost an insurmountable amount of work.
That said, to be perfectly honest I think you can probably get close enough with dynamic lighting. This concept has pretty intense fill color but the color is reasonably consistent. I set this up as a test with two directional lights:
I had to eyeball the color because UE4s color picker is currently completley hosed. The main difference here is the shadow in the concept is a bit less saturated, but the hue and value are a close match. If you spent some time on it and added post processing I think you could get a closer result to the concept.
Some more progress. Pretty close to finishing the main building. Need to make cactus pots and barrels and a small scene to put it into.
I'm really glad you like it!
Here's a small update with the barrels and cacti. I plan on touching up some of the texturing overall as well as painting the base and adding some small props and flora.
Thanks _Kratos_!
Some lighting progress in marmoset and tweaked some of the texture sharpness. Next up is the base. I plan on making some rocks and desert flora to put down, as well as modeling the base up a bit so it isn't just a flat piece.
https://www.artstation.com/artwork/moon-house-d39d500c-e202-4103-987e-18e81078df0f