Hi everyone,
I've been developing a game idea I had recently, working on both the code and art, everything's moving along nicely until I came to the conclusion to get the look I want the textures will need to be hand painted. Something I've never done, I'm just a rigger/generalist. So today I jumped into photoshop and gave it a go and here's what I came up with...
For my first attempt I'm not unhappy with it but I'd love some critique/feedback on how to improve.
The models here are for a modular low poly house kit.
Replies
Ah that's glass with the lights on inside, definitely not fabric
- The Tiling looks good, not much repetition and the ends of the Wood
- Your Crevices are almost Black find your darkest Brown in the Cuts of the Wood and make that a tint darker
- There are key points when you Tile that are going to stand out alot. Ideally you don't want anything to be noticeable so make it subtle
- This brings me to my last point. Your are lots of cuts in the wood most of which go all the way though when you Tile its going to start looking like noise from a distance. I'd Remove about 1/2 the Cuts
Nope this helps!
Hey,
Cheers for the feedback. For clarification, you're talking about the recent post of wood right? Not the one in the original post? Regardless there's things I will need to change, which is unfortunate because I just finished applying it to the 3D model.
Anyway, for now, here's how it's looking - it is a huge improvement.
You have some UV Seems, I assume you've mapped each face separate
Heres a 2 minute paintover if what I think you should aim for
I also painted over 1 Block with more subtle cracks, Just an Option to consider
Hey, they aren't UV seams, I just haven't cleaned up the corners yet Thanks for the paint over, I'll make some modifications! Funny enough, if I turn off the AO it matches your paint over mostly bad AO!
@Torch - Weird topology? Do you mean that extra loop where the rib is? That's actually an old image & it's been removed, it was left over from modelling and I didn't notice it until I took that screenshot :P The character's face isn't awfully high res, you're right to say I could remove a couple of loops but it wouldn't account for much and I want the face to have the detail it currently has so actually halving the count or similar wouldn't look right. He is currently, hair/eyes/etc included, 2406 faces
Btw imgur doesn't seem the right place to host my images, anyone got a better suggestion?
My normal maps will be subtle, performance-wise it might be preferable not to have them at all.
Your character's beard could probably do without a lot of that detail. Each piece appears to have some edge loops that don't contribute to the shape.
I use Blogger to host all my images. I haven't had any issues.
I use Imgur works best for me, Fast & no one ever see's them because people only see the Images with Ratings.
As everyone else has said turn off Maya's default lighting, if you havent/ dont know where to do that go to Lighting/ Use No Lights, If its black and not rendering anything go to Shading/ Flat Shade All
As for the Shader with Unity. A Simple Diffuse Only Will do OR A Mobile Shader such as Mobile/ Unity (Supports Lightmap) so you can bake your Light from Unity onto your Models. You could also create your own using Strumpy Shader (Very Simple Visual Scripting Add-on Then you can pick and choose what you want (Diffuse, Alpha Transparency, Illumin & Anything Else I cant think of right now)
Turning off the lights really just shows the lack of detail his body has, not too sure what detail to put there? Should I add some highlights to his chest, muscles, etc. and shadow beneath them? I don't know how to texture a character for this style yet. He wont look so plain with armor on, but yeah.
I've been doing my 3D Painting in 3D Coat, textures in photoshop then projection/modifications in coat.. any tools I should look at as an alternative or might be useful?
My other big critique would be that you're shading the textures with very muddy and desaturated colours. They don't match your environment textures at all which are bright and pretty saturated. If you're doing a diffuse only, hand painted character, you want the textures to really pop so they can stand out without heavy lighting and shaders.