Hello everyone! I usually lurk here and make the odd post but thought I'd show some WIP textures. My ultimate here is to make a nice Dota (kind of) environment so I started off with some attempts at hand painted textures. I did use 3D to help me with the stone floor though. Critique is more than welcome! I'm a complete noob in 2D.
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Tell me what you guys think! I'd much like to hear some feedback on how to improve because I'm still new to hand painted styles.
I would work some more on the darker parts of the grass. There's no grass blades, dirt, or anything in those areas. It's just a dark blob. Maybe try and fill it in a little bit more? I understand that you don't want to make it too noisy though, but I think a little more indication of grass blades or something would definitely help.
Looking good!
Whilst I do agree with the above regarding the stone texture, I must say that my problem with it lies more with how it blends into the grass, it doesn't feel particularly strong - its a soft fade - I think you might want to come up with a better way of transitioning, or perhaps hiding it somehow.
Edit: well actually it seems fine toward the right of the image, but terrible in the bottom left - perhaps tidy that area up a bit.
Then come decals like flower patches and grass geometry to put between the slabs and up against objects to make them sit in the world better.
Thanks! I'll be working on this alongside speedtree for Unity to get a nice scene going. =D
Indeed, the the stone floor I did actually originally make it in Max and took to Zbrush, rendered out and heavily painted over. The gass was done in photoshop only though, modelling and tiling grass in Max sounded a bit annoying. xD
Thanks! I think I may actually remake the floor now I know what I'm doing, I can make it less tiled and also make another broken variation to blend it.
Thank you very much. ^_^
Thanks. I think you are right, needs to be broken up a lot so I'm taking it back to the drawing board.
Thank you!. Agreed, my blending could have been better but I just wanted to set up a scene to check tiling and blending. I think one of my issues may also be that the grass has a direction so blending on one direction is easier than the other, and it starts to look inconsistent. ; ;
Thanks! The blending is just Unity terrain painting but I think later on I'm going to use ShaderForge to make decent way of blending the textures in a more dynamic way, I need to look up how they did it for Dota.
So after some colour balancing and making a new scene in Unity (I got all excited and made a wall as well.. Needs a decent Zbrushing but it's all blocked out for now). I think A nice touch will be to add grass planes coming out of the ground around the walls and in cracks in the ground but I need to make some variations of my textures first. Especially the slabs. And new trees soon to come. I have SpeedTree to play with in Unity so this should be fun!
Also, first time using baked normal maps on a model in Unity.. What effort that was! So much learned about the whole process and using Handplane.
WadeWT, I do agree that the grass is looking a bit like hay. I'm hoping when I make softer and darker variations it will make the grass blades look less 'stiff' and harsh. I also need to paint over them too, so hopefully giving a softer look will make it looks more like grass again. Only time can tell I guess!
Would you mind showing a breakdown of your trees?
also do you have any recommendations for good hand-painting tutorials ?
anyways.... looking really good so far! keep it up!
As for tutorials, I used this to begin with and stole the idea of using gradients from someone here on the forums (Thanks btw);
Cant wait to see this project grow!
I love this!
Now I'm back from being social I might actually be able to start on a tree. I think I'll struggle mostly with bark textures. =( I'm trying to keep everything modular as well so I can re-use things.