Hey guys!
Long time creeper on this site, but first time ever posting a project! I'm currently working through this
airship concept and would really like any feedback. My inspiration for this is Mega Man Legends, both low poly and overall feel.
The part I'm working on currently is the crew. I imagined having a captain with a few little "sailor" dudes [pretty much like the
Servbots] walking around/doing random stuff. Here's their progress...
Thanks for taking the time out to read this, talk to you guys soon...
-Turner
Replies
nice update with the texture. Goes into the right direction. But of course there is a lot you can do.
Btw.. painting these kind of textures tends to be easier if you set your material to fullbright (100% selfilumination) in max. That way you don't mix light from the texture with light from the scene.
One thing though. If you are planing to create the ship the pirate might not fit to that style. But fist post some more so it's easier to crit stuff like that.
I'm working out of Maya, but I knocked up my incandescence and that helped out a TON :thumbup: I would have never thought of that.
I'll attach some of my latest ship photos below to help out with style, kinda forgot that in the initial post :poly122: Currently I'm grouping everything together to start placing base textures and get a feel for the pallet I'll be using.
And lastly a wood texture I painted for the boat...
Also, the crow's nest should be lower, or the mast taller. This will also allow you to attach the pennant to the mast rather than the nest.
I say this not to critize your work but to point out a basic flaw that you need to nail down to do awesome piece in the future, in your image the boat hull uv is warp and the top handrail is wrong too we cannot see the wood at the right place.
I would try to learn everything about UV maybe find tutorial about it on eat3d or digital tutor or start here on polycount
http://wiki.polycount.com/TextureCoordinates
Hope it helps keep up the good work!
Thanks for the link! I agree with the texture warping. I noticed it once I started placing my base textures...Now I'm trying to decided whether it's my UV's or if the actual mesh is TOO low poly.
Thoughts?
With the time I do have, I'm still messing about with placing textures and trying to get a good balance with color. Here are some of my latest images:
Even though I have the cannon door planks modeled in [only for a silhouetted purpose], with the current texture size, I may adjust the mesh wider so that the planks blend in tad better.
Here's a quick set-up I did with clouds...[I don't have the fastest computer so please have mercy on my render time haha]
How are you planning on presenting this? As a Maya render or a realtime screenshot? Will you have lighting or do you plan on keeping it fullbright?
I suppose I should have put this part in the very beginning haha
The plan is to keep this a rendered still. My inspiration is from this painting by Ken Wong:
I really like the style of his original art using the sharp angles and such, that's what gave me the idea to keep it a low-poly. Other than that it will have no similarities. I will have my own lighting with AO passes and the works. I'll adjust the full bright after the textures have been decided upon.
I apologize for the lengthy reply
I've been playing around with color options and landed on these two...thoughts?
BLUE:
RED:
Finally laid out the UVs for the lifeboat underneath the cabin as well.