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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I made this dagger from an allods concept by Vakon-art (http://vakon-art.deviantart.com/).
And here is my last work
[sketchfab]c3e7627470a34e24949b01d916124954[/sketchfab]
Razus by LaryKummer on Sketchfab
All dees nice swords. I've got one too:
And the guy it goes with:
The problem i had the first time was blending a smooth gradient with a hard edged brush, so this time i started blending the main values first with a soft brush. Then using the hard edged brush last to paint in the all the details.
Crits more than welcome but I'm just happy with finally finishing something for my portfolio.
Oh and original concept was done by Optimum so check his awesome work out.
https://skfb.ly/B9GH
Thanks Marshal Banana, Yes I see where you are coming from. I have scrapped this version and will start again. The fronds also looked too rounded. The palm bark I had in mind kind of looks like a pine cone so the fronds should be a bit more sharp and flat.
Edit: Updated the texture and made a nice presentation:
Everything here is so beautiful and really inspiring!
Here's my first handpainted texture. I know it's still pretty sloppy so feel free to criticize i want to improve !!!
The highlights are probably a bit too strong
Feel free to c&c
Wow! I love your textures, especially the pine tree! Nice work!
Yeah perhaps. The references I used
I am currently reworking this texture to make the top parts less round.
Just wanted to update you guys on my handpainted environment:
To follow the progress go here
[SKETCHFAB]9b01c5dcdc00448b881b0ba78a8cc70f[/SKETCHFAB]
And here is my last stuff :
[sketchfab]d548b4d46c9f4316b29698921634263d[/sketchfab]
Hungry by LaryKummer on Sketchfab
Those are excellent! Very inspirational! What do you use to paint them? Mouse or tablet? I see normal maps, do you have a higher poly mesh you are baking a normal map from? How long did this kind of thing take you?
People at Polycount helped me a lot to improve my work, really appreciate it.
You have quite a lot of sharp highlights in your textures. Doesn't that make it a bit hard to read if you put them all together in an environment?
It's just my opinion of course, I noticed that leaving out high contrasts in tileable textures is the best to not distract the eyes of the player ^^
Other then that it looks quite good
And BTW I agree with Sweetangel. I think less contrast in tileables textures is better, because it will be easier to see the character as main focus in the scene then (if he has higher contrast).
That's amazing! Nice job Cluly!
Just some stuff I've done~
Any feedback would be welcomed
regards
thanks for the link, i will check those brushes
@AzzaMat: I really like that marble floor. Looks great!
Would actually love some feedback if possible.
Edit: Found better quality image on my Cloud storage.
I believe this would do well with some colorvariation and depth in it
there is also quite a noticeable vertical line in you texture as what I'll show you in the picture below:
Thanks a lot, I can't believe I never noticed the lines :S
I'll try to add the improvements you suggested. What would be a good way to add depth?
Adding small patches of grass that lie below other big patches I guess.. Just like adding dark spots with a gradient to spots higher up..
A good example:
As for the color variations, think of it as dried grass patches or worn spots:
Hope that helps