LAST UPDATE:
[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!
Replies
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.
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!
So, any thoughts? I have tomorrow night left to finish this!
Still unsure about the whole color scheme, but I think I prefer it that way.
[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.
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?
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.
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.