So, given the fact that i always loved handpainted stuff, but also I was being a little scared cause I didn't think I could really paint anything, I finally decided to start doing stuff and practicing instead of thinking about it.
Here is my thread, I will collect all my handpainted textures starting from now (newb level). I'm really in need of feed and critique, so it's your move guys ^-^ and thanks for stopping by.
First texture (following the steps from Jfletch tut here on polycount)
I avoided using the smudge cause I can't really make it work. I'm not 100% happy with it but I think it may be a good starting point.
Replies
More specific critique - again, look at reference, cracks in stone are usually angular, Heres a nice example. you were wise to avoid smudge tool, I really dont rate it and I think youll find its rarely used for painterly (or anythin for that matter :P) - when hand painting just think about how to emphasize the properties of a material that make it look like stone or wood or whatever.
Hope this helps.
In the meantime I tried once again, this time with wood:
I'll be sure to watch other people work and start gathering some references for future practice
I continued to practice with something different, some sort of red rock floor tile or something? I dunno xD I started with some kinda of ref but Didn't liked it and ended up doing this putting together my memories from other similar works.
Painted a texture for a low poly door this time!
It's sort of like learning to juggle with 3 chainsaws starting out when you start working in hue, saturation, and value all at once. It can be really overwhelming and you might lose an arm.
@Doug: Yeah I know but atm I'm just practicing so I'm not really going for tiling yet
@Jeff for some previous work I can tell you're right. For the roof tile I think the values are kinda right. You have to consider that these texture are going to be lit within a game engine so I have to be carefull or I'll end up with extreme light( at least this is what I've been told and actually tried myself later on).
My only suggestion would be near the nails, the highlights are quite bright/clean, maybe just tone it down a bit and add a fine, slightly brighter highlight near the lip.
But all over, really nice work
Here is some stones very W.I.P. I still need to do quite some work on these
[ame="http://www.youtube.com/watch?v=EKxFO4292LI"]Painting stone texture - YouTube[/ame]
This last wood looks good.
It felt too empty
The stones themselves feel a bit messy but I don't know what to do to improve those.
The colors felt a bit boring so I made some adjustments to make it a bit more vibrant:
Here's what I did:
- Added a softlight copy of the texture
- Upped the saturation
- Lowered the contrast and upped the brightness
- Made a softlight flattened copy of it all with highpass
I might have overdone it a bit but I think the texture looks more alive this way.
Great work so far. I'm a bit worried that none of your textures tile properly. Is this due to how you present them or are they made like that?
I'd recommend using the offset filter extensivly while blocking out your texture so that you know that there will be no obvious repetition or seams.
@Noss: for the grass you're right, unfortunately I can't edit this anymore cause I merged everything together in the end but I'll keep in mind the direction for the next time I will paint grass. For the stones I think that in your example everything is a bit oversaturated and with extreme light, I have to avoid that in order to get a decent light once I use them in a game engine.
@Jakob: You're right, at the moment I'm not worring about the tiling at all, I don't plan on using these textures directly in any project, these are just exercises
Yeah, you're right. Looking back at it again I really overdid the adjustments.
as for now I tried to bring the texture in unity, add a normal and spec map just to see how it works (I didn't bother with the tiling but it doesn't looks so bad)
EDIT:
Fixed the tiling and added dirt in between the tiles
256x256 texture:
Tiling (512x512)
I really don't know how to proceed with grass, that was the best I could achieve.
Seriously though, the problem is that you copying someone else's technique, without understanding your subject matter. There is nothing wrong with filters and some brush magic, but it will get you only so far. So unless you want to spend your future teaching youngsters about photoshop filters I would suggest picking some references and doing some actual painting.
Tiling:
Stone floor tiles
Tiling
as always C&C are welcome!
Clean wood (at last)
tiling:
I also decided to add watermarks to my textures, just in case some people from "outside" come wandering here on polycount and decide to take my work without asking ^^
Keep it up
Today I started another kind of wood, bark this time.
WIP
pretty time consuming tho
Take a good look at the kind of bark you are going for
(example)
but I think I failed ^^ that's what happen when you paint from memory I guess.
Now I can't fix anything
applied to a cylinder
to little "cracks" going on in the bigger details. think of it this way. the wood dryes up and cracks in some places.
To dark. Bark is lighter colored greyish with hints of red/yellow/ blue here and there.
[vv]80683068[/vv]
(I hope to not lose my mind for the amount of study :P)
New small update