Howdy all, you don't know me but I'm Patrick, a deadbeat student in Australia who has been studying game art for a little over a year now. I like to draw and I guess I can model and stuff.
I'm hoping if I start dumping all my stuff on here I can look back on it in years to come and realise how truly awful my work was. So by all means, critique to your heart's content. Teach me your ways.
Anyways, here is some of my more presentable stuff that I've done in the past year in no particular order:
This was one of my first pieces that I did on a wacom, so obviously I don't like it anymore. It's supposed to be Kane from the Kane & Lynch games.
I like Hotline Miami.
Those two were some pretty uninspired warrior concepts I made for my course.
This was a self portrait I attempted at the end of last year. I gave myself a moustache to make myself seem cooler.
After watching a lot of Deadwood I made a Swearengen.
Hipster zombie.
That's it for now. Hopefully more to come.
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Here are some of the textures, everything was 512x512.
So here are some various environment concepts:
And I'm closing in on a final design for the main character, here are the most recent but I'm thinking the chunkier, stouter one works better. Feedback is welcome.
The texture was just a 512x512 with an alpha channel
And here's the texture:
The real trick will be slipping this into something that is supposed to be PG-13...
I also recently discovered that gradients can look really nice on things like my stone wall texture - just make an overlay layer on top of everything and use the gradient tool with something like 50% grey and a darker shade. You can also use a soft brush to lighten or darken certain areas for better control.
Often my textures will end up kind of blurry with not enough definiton so I sometimes use a cheap and nasty unsharp-mask filter as a last step.
If you haven't already, I suggest watching the Jamin Shoulet workshop videos they give you a pretty good basic foundation to work from. Also in the first vertex magazine there was a good tutorial on handpainted textures that I keep going back to.
Hope that was helpful in some way.
Loving your sketchbook. Definitely subbing.
I have spent far too long on this.
Your textures have such life even in the simplest objects!
This was the final character model for the game. I didn't model it, but I textured it and it was based off of my concept (The mushroom man didn't make it in). Unfortunately I found out later that a lot of the fine details in the texture where lost in engine, because the lighting just washed everything out.
Also I threw together this poster very quickly as we left some things pretty late. The texure on the model wasn't even finished at that stage, but it turned out okay.
I'll take some in-game screenshots and put them up soon hopefully...
Also I went back a while ago and touched up some of my concepts like this one, where I did a quick paintover on some areas so it doesn't look quite as gross.
Also I'm supposed to be doing an environment this semester too, so I guess I'll post some updates on that soon.
The body and head have separate 256 textures, and were painted mostly in photoshop then taken to mudbox for cleaning up seams.
It is based off of this concept I spent a few minutes on:
Maybe if I can be bothered I'll finish texturing the props and it would be cool to rig him for a nicer presentation. But that seems like effort.
My contract on the TV show I've been working on has ended, so hopefully this means some actual portfolio pieces coming soon.... I'll finish that zombie skipper sometime, promise http://www.polycount.com/forum/showthread.php?t=138829
P.S. I'm finally on Artstation so hit me up even though this is the only thing I've put up so far https://www.artstation.com/artist/junkiekong
And here is where I am currently from painting over the bakes in 3D coat and photoshop.... any crits?
I realised that this is my most legit character so far, that I've seen through to completion - so all things considered I'm quite happy with how it turned out.
http://polycount.com/discussion/160887/sketchfab-integration-on-polycount-is-broken#latest
^bart
It would help the dino to have that same level of texture loving. Like along its flanks, the detail level is very flat. The spine doesn't seem to blend well with the skin, maybe the skin needs to be more puckered. Might help to question: what are the dino surface materials made of? Leather? Scales? Velvet?
Love the pig!