Share your hand painted environment, characters, props, textures, whatever! The thread focus is handpainted stylized textures, not aiming to be photorealism.
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Here is an in game screenshot (everything has an unlit shader, it's all just diffuse):
Thanks!
Finished this a few days ago
whoah! 2 4096s? Why would you paint that high for such a simple design / style?
I mean, that's the same space as 32 1024s.
I'm sure you had a reason for those 4096 textures.. but it seems you are experiencing some alpha issues.. Have you tried alpha masking iso alpha blending?
Dunno why the transparency in Sketchfab seems to break every time it's on blending.. it was once fixed but not it seems not anymore.
The textures you see on the model are 2048 x 2048 I painted that high so I could lower it and it would still look good. I wasn't 100% sure how I was going to do things when I started. But my computer could handle it fine.
Alpha masking makes it look uglier
I think the issue is I need to separate all/most of the objects instead of keeping the hair all one object. I'll experiment more at some point.
Really?
Hm, maybe if I did the UV'S better...
Hard for me to imagine. Especially on one 1024 map.
I agree with him. With decent UV's, this would look identical on a single 1024 map, perhaps even 512. well, you would lose the small bolts on the green bands, but that would be it
It's a really nice pose. I like that you go through the effort of actually presenting it
Dear Jakob,
This is not out of order at all!
Thank you for investing time in me , I really appreciate.
Im pretty new to hand painting and I'm so happy someone takes some of his precious time to help out a newb like me .
What do you mean by using a soft brush? To big of a brush size?
Well I did some repainting on it before I saw you post.
Its a bit better than before but your technique is way better.
Ill try to make a plank just like yours and learn from it.
Again thanks so much for the paintover and I will drop this picture here what I did to improve to old one.
Ill be working on the way you show me right away!
Yeah, I'd like to see the uvs. I tried downloading the FBX on sketchfab but it won't open for me. (I still use Max 2010)
I did this after downloading the Vertex 2 magazine from http://artbypapercut.com/ and reading Fanny Vergne's article.
Tools used:
3D Studio Max
Mudbox
Photoshop
xNormal
some comments are always welcome
T
Hi TaylorMouse, I think your texture has some very dark blacks in it. I'll refer to my previous post
Everything except for that black seems to work imo.
Cheers
T.
After following Jakob's awesome paintover advice, I struggled a bit at first because I've never understood how to paint more depth in my textures and this gif he made was perfect.
So heres my result.
Looks great btw!
In retrospect yeah i could have definitely done better UV's, at least for the skin anyway since that was very simple shading and no detail.
My goal was to make it look as close to reference as reasonably possible, and I ended making all the parts their relative size rather than favoring parts.
UV's (couple minor parts missing fyi)
Textures (never got around to cleaning these up also does not include alpha channel)
Oh yeah, you can def cram that into a single 1024.
As an example, here are a couple textures for a character of mine. The texture is a 1024 and contains 4 levels of armor/outfit/character upgrades.
His weapon is on a 512 and also contains 4 levels of upgrades on it.
Also i just realize i linked two armor textures XD, Fixed it to include skin!
Not at all. A good amount of padding is usually 8 pixels between islands.
I'll link you this image I made, https://dl.dropboxusercontent.com/u/70269048/uv_mapping%20_thoughts_skankerzero.jpg
I also recommend looking through the Polycount wiki and checking out the other uv tutorials. http://wiki.polycount.com/wiki/Texture_Coordinates
The reasoning for so many pieces is that I tend to model most of the information. The advantage to this is sharp edges along the uv edges thus allowing for a lower res texture.
The disadvantage to this is increasing the number of verts on your model. Remember, the vert count is based on your unwrap.
Nice tips man! Thanks for that
I see what you mean and yes, I already knew but nowadays we've got a few verts to spare it seems
Here's what I had screen shotted before the file died on me:
Here's the thread I made for it:
http://www.polycount.com/forum/showthread.php?t=146563
My latest work, all done in modo:
[sketchfab]96c2814b8b2b43be8bccf54e5c28cb94[/sketchfab]
+ short making of: http://blog.sketchfab.com/post/108632533194/art-spotlight-terminusoid
Left is what you see, right is the oposite angle. I'm still getting ridd of the extra faces, but at this point I still have it for selection comodity
A chest I made for my current personnal project !
Speed Modeling/Texture of a Colorful Jellyfish !
Jesse, love how Steven came out and awesome unwrap like always
Perzik, nice job on the treasure chest!
Odow, really liking the mix of colors for the jelly ^_^
Ohoooo.. Nice colors! For speed modeling and texturing, how long did this take you then?
This has brought me an idea of speed modeling as well.. I've actually never tried it.
Another Churbles thing:
I kind of wanna see the unwrap/texture for it since you have these straight lines..
It's nothing craze, tbh it's a pretty crappy uv layout, lot of empty space, but i didn't want to lose more then 10min doing the uv.