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Psycho Cannibal Hideout!

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Pioldes polycounter lvl 5
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[SKETCHFAB]62da8898059047c4aa4f1e9df2c00b74[/SKETCHFAB]

Hello! I haven't been here in a really long while, summer and all I guess. Anyway, I have decided to try my hand at hand-painted texturing without any photo-sourcing for textures. I finally settled for a Walking Dead/Backwater Gospel style, as I am having loads of fun working with messy lines and grungy textures :)

Or it may also be because I am not quite comfortable at doing gorgeous painterly texture work as so many of you do, eh!

Anyway, I decided to do something Halloween-themed so my deadline is this wednesday I'm afraid.

I still have to work a lot on overall unity of the scene (not too happy with the colors/harmony) and the ground is most definitely very WIP at the moment.

I plan on putting it up on Sketchfab if it doesn't mess up too much this time around.

Feedback appreciated!

UMUpkSG.jpg

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  • aajohnny
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    aajohnny polycounter lvl 14
    It reminds me of Don't Starve for some reason too, I really like it! Awesome work so far. You mentioned the colors, I'd say the sleeping bags could maybe help out by changing colors? same with the socks, too much green imo.
  • Snader
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    Snader polycounter lvl 15
    That's because the texture style of don't starve is pretty similar. The biggest difference between it and TWD/Backwater Gospel is that the latter two are in full 3d while Don't Starve is all planar sprites. This is partially 3D, but the smoke, grass and the stuff on the clothesline are planar sprites.

    I think the style is fairly well done, but does indeed have a few inconsistencies. The smoke is a very clean style of cartoony, while the tent has a lot of hatching and a bunch of black grime. The guitar and campfire logs are very detail noisy, but the ground and the boxes are very empty.

    I also think you can benefit a lot by having some sort of actual lighting in there rather than just a sort of AO. Whether this is better done with realtime lights or painted in, I'm not sure.

    Lastly, I think you could perhaps spice up the shape and details of the edges of ground/grass. Right now your chunk of soil is very lowpoly.
  • Pioldes
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    Pioldes polycounter lvl 5
    Don't Starve looks nice! I wanted to play it when it came out but never got around to. I think I got it on Steam.

    I agree on the abundance of green, it's a bit too much right now.

    You're right Snader, the detail/noise of the line art is still inconsistent, I'll see to that. Same thing for the ground, it's pretty much at base level now. It's probably gonna have some variations/dirt, etc.

    I thought about baking in some lighting to flesh out the scene, I sure hope I get enough time for this, hehe :) It definitely would help bring a better harmony to it. Maybe a night scene? With a blue hue overall and orange from the fire?

    And last thing, I did struggle for the ground shape as I don't want to go overboard since everything is very low poly so far. It could maybe use some more edges to round it off, I'll see to that.

    Thanks!
  • Pioldes
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    Pioldes polycounter lvl 5
    So, I managed to put a little time into this. I'm still struggling a bit with the colors, I really feel nothing fits together, it's a very odd color palette. I tried putting it in black and white and I actually much prefer it that way. I can see my contrast/values aren't too bad, but yeah, that'd be lazy to just have it in black and white and not fix my colors :)

    So, any thoughts? I have tomorrow night left to finish this!

    e43vdco.jpg

    MFRwJN0.jpg
  • Pioldes
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    Pioldes polycounter lvl 5
    Hey, squeezed some more time into it and experimented with some baked lighting.

    Still unsure about the whole color scheme, but I think I prefer it that way.

    N9cZegj.jpg
  • Suba
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    Suba polycounter lvl 5
    The foot is funny and i like the fact that you played with the fire to add a warm light. It's just too bad that you lost some saturation. I think that scene could me colorful overall.
  • Pioldes
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    Pioldes polycounter lvl 5
    Okay, thanks! I might have gone overboard with the desaturation. I uploaded a sketchfab model to try it out. It's still a Work in Progress, but I'm gonna finish it tonight when I get home from work.

    [SKETCHFAB]d43e22d09c8c46bb83473ad9748fee3e[/SKETCHFAB]

    Does anybody have an idea why the alpha is messing up? It's drawing the triangles all wrong and it looks bad.

    I'll try attaching them in the right order to manipulate the draw priority, but I'd like to know if there's some specific way to approach alphas on Sketchfab.
  • lotet
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    lotet hero character
    man I love this, good job, at first glance scrolling through your thread I though your 3D was a piece of concept art :)
  • Pioldes
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    Pioldes polycounter lvl 5
    [SKETCHFAB]62da8898059047c4aa4f1e9df2c00b74[/SKETCHFAB]

    Put some finishing touches, but I'm still having problem with the alphas.

    I don't get it, each Pine Tree layer is separate, like the grass blade examples on the Sketchfab FAQ. Anybody got an idea?
  • KristaW
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    KristaW polycounter lvl 9
    This is so awesome! I would love to explore an environment textured this way.

    The issue you are having with the tree's alpha card looks like issues with object transparency sorting. When you say each pine tree layer is separate do you mean each plane that has the leaf transparency is a separate obj? Is your trunk a different obj (with a non transparent material applied to it) as well? If not I would try that. Other then that I'm not sure. EDIT: I just read your earlier comments more closely and it sounds like you already knew it was transparency sorting. Sorry. But it still looks awesome. I hope you can sort it out.
  • Pioldes
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    Pioldes polycounter lvl 5
    Thanks a lot guys/gals!

    If only there was a way to tell sketchfab what to draw first.

    Right now the pine tree has five layers. They're basically donuts of planes circling the trunk. I wish I could just figure out a way to draw the bottom first, then the second, then the third, etc.

    Usually I'd just attach them in the right order, but it doesn't work that way in Sketchfab, it seems. :/

    I'm out of ideas.
  • JustGarry
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    JustGarry polycounter lvl 4
    Wow this is incredible, would love to play a game in this style, it's like a mix between Borderlands and Viewtiful Joe, with a little personal flair thrown in, I really thought it was a piece of concept art at first. Great job.
  • DougClayton4231
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    DougClayton4231 polycounter lvl 3
    Awesome work :P
  • Boozebeard
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    Boozebeard polycounter lvl 11
  • Dennispls
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    Dennispls polycounter lvl 16
    Nice work! Very much like the recent Telltale games.
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