Would like some feedback on my latest piece of work.
I've used this workflow a few times, creating a high poly and baking out a normal and ambient occlusion and using the ambient occlusion as a guide to hand paint.
I do use a specular map as well which I haven't done it yet for this.
I know its probably not considered as a pure hand painted model but my influence (Darksiders 2) appear to have a similar workflow.
Thanks.
Replies
Gone back and decided to lower the AO so I can allow the actual texture to take most of the detail.
Still lots of room for improvement. Just going to keep deleting bits and doing them again until I've got it just right.
Just bits I particular like that I think will stay but I would like some opinions on it. Anything you think I could add or change?
Very tempted to change a few things to the overall end product and end up with a 100% hand painted model rather than hand painted texture with conjunction with a normal and spec.
Thanks Chris Krüger, the design has actually evolved a lot since the first concept, got a lot of help from an old University pal currently working for a small company. The sheet below shows the progression of the concept.
Seeing as I have got this far with the design I'm rather reluctant to have to retop again, unwrap and bake again. Wanting this finished ideally by the 15th.
Material definition is obviously a big one for me so I have been looking at other hand painted textures to get an idea how this is done. From what I've seen its like what you've already said its the values that really help push that definition.
Added a specular map to the mix.
If I am I need to make the textures smaller, they're currently at 2048.
Just wanted to get some last minute feedback before I call this project done.
Decided to finish this instead of just procrastinating, I want to move on to something however if anyone notices anything let me know.
Thanks.
There is significant stretching in the guard above the grip. Did you planner map this or projection paint this or something? That beauty shot makes that error very obvious.
What's up with the normals and ao? I thought this was hand painted... did you have a highpoly? If you have normals on it, you can't really tell with the lighting you are using.
Personally, I think you should avoid normals when doing handpainted stuff. The handpainted stuff competes with the normals and they usually don't blend all that well together. That's my personal opinion though.
As Chris Krüger said, the main thing to work on though is the major forms. Just make them larger and more dynamic. First Keeper and JFletcher are both really good at these, check here for reference: http://www.polycount.com/forum/showthread.php?t=98160
http://www.polycount.com/forum/showthread.php?t=69702&page=7
oh yea, and avoid black lines. You can get dark, but not 100percent black. Looks like you are using lots of black lines there.
I used planar and then pelt mapped it in 3ds max. I havent noticed the error until now. Thanks.
I did make a high poly. I was toying with the idea of not using the normal map but went back to it. But if its not noticeable I may not use it then. Thanks.
Ok thanks for that. I'm calling a night for now seeing as I gotta be up in 6 hours. But tomorrow will taking everything you've pointed out and making the adjustments.
Thanks.
I know I've had both BradMyers82 and Chris Krüger say to change the design and experiment more with the silhouette but with my deadline being next week (even though this is just a portfolio piece) I'm just going to work with what I have and aim to have a good textured weapon.
However with this being said the next weapon I do I plan to show the concepts before doing any of the 3d getting more of an opinion on the design so I dont end up in this similar situation.
Before I crash out just going to add more to the diffuse and adjust the spec.
Think I'm just going to render with no normal.
Those links BradMyers82 posted were really useful and something I'm going to study before the next project. It will see me till the end of the year.
Lastly BradMyers82 I couldn't really find the stretching so could you just circle what you, I think I have an idea where you're saying.
Taking everything I've learnt with this one and moving on. I understand the design, silhouette ect could be tweaked but I'm going to take those crits and apply it to the next one.
Going to make a sketch thread I think so I'll post a link in this thread once that's done and you can all guide me with the concept.
Thanks.