I've posted wips of models here and there, but never got around to posting some of their finished versions. Well! I redid a bunch of renders for my portfolio, so here's a bunch of somewhat-familiar stuff in one place:
At the moment I'm tryin' to finish up the texture/model on this guy:
Great characters and colors! The vertical gradients works pretty well to put focus where you want to but I wonder if such strong gradients would work good in a game setting, do you actually start from a gradient base or does it just appear while your painting?
Great characters and colors! The vertical gradients works pretty well to put focus where you want to but I wonder if such strong gradients would work good in a game setting, do you actually start from a gradient base or does it just appear while your painting?
It's a gradient layer on top of my AO and base colors (there's a lot of different ways to do it apparently, but I just delete mirrored geometry and use max's viewport canvas gradient tool). It's pretty adjustable in the beginning, but midway through the texturing process I start painting on top of it and working it into the texture more.
For modeling I use 3dsmax. Sometimes when things aren't working out I export an obj to Zbrush to push proportions around. Max has those freeform move/scale/rotate brush tools in the graphite modeling tools, but they can be kind of finicky sometimes.
For texturing I shuffle between 3dsmax, Zbrush, and Photoshop. I try to make use of their pros and avoid their cons: Max's viewport canvas is pretty handy because you can paint directly on the model, but its really bad at blending. Photoshop is where the painting and blending and rendering happens, but you have to deal with seams. Zbrush gets me seamless dents, folds, and lines, and its where I bake out my shadows, but... you need to bake everything down. It's pretty ridiculous but I tried to work with what I got. I want to get 3dcoat someday because it'd make things a lot more streamlined, haha...
Using xnormal and my zbrush high poly, I bake out an ambient occulsion map and bent normals(green channel!), but also sometimes a cavity map or prtpn if the situation calls for it. That plus the gradient map makes up most of the light/shadow information. I put a normal layer under that with most of the colors and from then on its painting and painting.
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what is your pipeline?
It's a gradient layer on top of my AO and base colors (there's a lot of different ways to do it apparently, but I just delete mirrored geometry and use max's viewport canvas gradient tool). It's pretty adjustable in the beginning, but midway through the texturing process I start painting on top of it and working it into the texture more.
For modeling I use 3dsmax. Sometimes when things aren't working out I export an obj to Zbrush to push proportions around. Max has those freeform move/scale/rotate brush tools in the graphite modeling tools, but they can be kind of finicky sometimes.
For texturing I shuffle between 3dsmax, Zbrush, and Photoshop. I try to make use of their pros and avoid their cons: Max's viewport canvas is pretty handy because you can paint directly on the model, but its really bad at blending. Photoshop is where the painting and blending and rendering happens, but you have to deal with seams. Zbrush gets me seamless dents, folds, and lines, and its where I bake out my shadows, but... you need to bake everything down. It's pretty ridiculous but I tried to work with what I got. I want to get 3dcoat someday because it'd make things a lot more streamlined, haha...
Using xnormal and my zbrush high poly, I bake out an ambient occulsion map and bent normals(green channel!), but also sometimes a cavity map or prtpn if the situation calls for it. That plus the gradient map makes up most of the light/shadow information. I put a normal layer under that with most of the colors and from then on its painting and painting.