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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simple hand-painted dirt texture for a scene I'm working on
(doing all the values and composition first).
https://www.artstation.com/artist/vladimir_grebnev
https://www.artstation.com/artwork/howling-fjord-axe
I made some characters with hand painted textures.
They're for a game called Regalia. It's on kickstarter.
The characters are actually very tiny in-game so even this level of detail is kinda overkill. Hope you like it
And man you guys make some amazing stuff! This thread is gold!
I agree! The artists for Regalia are super talented. They have more art stuff on the devblog
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Maybe it's just the lack of shadows and AO so nothing feels grounded. Adding some vertex painting to your meshes would help with this I believe. Like for example the wall would go to a red/purplish tint the lower it's to the ground to really make the depth noticeable.
I'll try an overpaint
So what I did was add gradients to where objects connect and a general ambient color balancing. Also added a bit more AO to the chair.
The AO colors are mainly red/purple.
The reason why I'm mentioning vertex colors is because they are awesome when they're used on tileable textures and can make your scene feel less like it's floating. Also because you can then have "unique" parts on a not so unique looking texture.
Hope that helps :thumbup:
Also, if you were going to do this anyway in the future, nvm me then keep on rockin'
Best Regards!
dont forget to zoom out often to determine the amount of detail is not too noisy or crude.
Here's a pretty good image reference for painting Wood. Not embedding it because it is long and will kill page formatting.
I used to think making a texture had to be "perfect" before importing. Boy was I wrooong, haha. :poly136:
In the end a tileable texture would take me 3-4 hours max I believe. Depending on if it also needs a heightmap in the alpha channel.
@Dennispls
@Praetus
@Sweetangel0467
I thank you all for you insights, the reason i am asking is because, even with a tutorial, i'm taking more time than probably any of you on finish my texture. Could be that i'm still learning how to achieve propar lighting! thanks once again!
I've got it set up in Marmoset Viewer on my Artstation here:
https://www.artstation.com/artwork/soulwell-marmoset-viewer
Feedback is welcome!
great work!
They really feel like illustrations.
Those environments are killer!
Love how you made it all feel lived in.
Need to adjust the colors a little bit. Need to add a little bit more saturation.
This is what I am currently working on:
Trying to make a boat out of a leaf and will be adding a dock to attach it to with a rope.
I found an old unfinished sword model recently, I decided to rework the texture. Here's how it looks after the treatment:
Jesse: Nice techno viking!
I agree about readability - sword's design comes from times when I couldn't comprehend the idea that its humanely possible to add too many details onto a surface.
But it's also a result of the fact that my inspiration has always been games like this: http://idgames.clan.su/_ph/3/666762206.jpg rather than world of warcraft.
the model is essentially done but the textures still require another CBB pass & Also I was meant to remove that black outline effect since an artist told me it doesn't look too great when you pan around the model... I'll have that updated altogether on the next pass sometime later on.
The original concept is by Kenny McBee who's also on this forum. This was his Dark Siders 2 concept weapon which he began modelling but never got around to finishing it.
He's kindly given me permission to post this so thank you Kenny!
Check out his awesome work
http://www.theekennymcb.com/
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Here's my contribution !
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Looks cool! I like the slightly boxy art direction and how it gives certain elements a pixel art kind of look. I remember the first Gaben Helm model you did for Quake 3 back in the day. You've certainly come a long way since then!
I think the saturation levels look good for the most part, but I would add some color variation to the skin; some reds to the nose and finger tips, a bit of yellow to the forehead.
Been werking on this.
@Sourdough Bronson
That looks awesome! The only thing I'd suggest is maybe add some swirling mist/souls emanating from the green liquid.
@skankerzero
All the characters from MechKnight look really nice!
@juyi
Cool scene! I especially like the bounced lighting and the rubble, it adds a lot. I think it would benefit from some contact shadows and a little bit more contrast though.
@Blaisoid
O__O so many juicy details...
Whenever I try to put more details into my handpainted textures my brain starts screaming "READABILITY ERROR". I gotta push past that somehow.
Thank you for the kind words.
I have a question:
With MechKnight, we're shooting for a very 'graphic art', '2d illustrative' look.
Although, recently, we've been experimenting with a more complex look to stand out a bit from the crowd and build a unique look for the game.
(never mind the environment art just the character shader)
So my question is, would subtleties like skin variation look strange? I will try it now that you mention it because I'm curious.
We do have a very strong anime look to our character faces, but with some of the characters with less of an 'anime nose', perhaps your suggestion will work.
Oh, and for fun:
Hey thanks polymator ! It was definitely tricky trying to paint all the lighting in the scene. I am actually not entirely sure if that's the normal workflow of things. I definitely agree with you about contrast, I actually had to go to photoshop and crank up the contrast. I also really dig the color room you did. I remember seeing that and being more inspire to try hand painting modeling. Cool stuff !
I don't think it would look strange. Perhaps you could even be totally non-subtle about it! :poly142:
I think right now, the different color areas stand out as their own distinct pools of color. It would be interesting to experiment with the palettes a bit, by having some sort of "cross-over" between the color ramps. By that I mean that each color ramp takes on some of the other colors in the piece.
One way to do this would be to shift each color towards the same shadow color. You can do the same thing with the highlights, as well.
Another way is where you overlap ramps. For instance, the shadow colors of a light color could become the midtones of a medium color and the highlights of a dark color.
These techniques are used a lot in pixel art, both to conserve colors and to harmonize them. So, I don't think it would interfere with a simplified graphic look.
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Thanks for that. I'm back in town and will give it a shot.
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Just finished this up, thoughts?
[Concept]
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@Calvin: Looks great!
@Eliteabix: Looks cool. I'd add in those wisps though since they help make it pop!
Some more weapon stuff from Churbles from me.
Armor set I got a chance to work on for 6.2 - Fury of Hellfire for Warlords of Draenor.
Here's my last work, it's a Fan Art from Overwatch
I love the colors there. Do you have any ambient occlusion baked into the sakura blossoms?
This is really awesome! I do see some edges on his right shoulder that need some turning though. They're causing the volume to be lost.