Here I will dump some props and other assets that are "Blizzard inspired" I've never done textures or modeling like this so this is something totally new for me.
Here is a shield I made, inspired by the great work of Jeff Parrott (his portfolio:
http://www.environmentartist.com/)
I know I'm not even close to his skill level but I thought I'd give hand painted textures a try
It has 200 polys and will be using a 512 map.
My texture map
What do you guys think?
Comments/ Crits?
I plan on making a sword, a cottage of some sort, maybe a knight.
I want to enter the Blizzard and or/ Riot art contests with these assets, but I wanna get some critiques first.
Thanks!
Replies
I think this is cool for your first time working in this style. The things that stick out to me is the lack of lighting and material definition.
It looks like you have some lighting painted onto the gem in the center, but other than that everything feels kind of flat and unlit. Try using some overlays to really push the forms of the shield. What faces the lightsource should be brighter and what faces away from it should be darker? Break the shield down planarly will help a lot when texturing.
Everything feels like it is made out of the same material besides the gem. If the grey outer ring is metal, it should be made darker with highlights forming where the light source hits it. For example if the light source is coming from the top right, then the spec hit should be on the top right of the shield. You could also add some color to your metal too, it feels really greyscale.
Is the metal trim suppose to be overlapping the wood? If so use a multiply/overlay layer to paint some AO around intersections so show that overlapping. It will build more depth into the shield. That also applies to where the gem sits on the wood and where the handle meets the back. Anywhere you have intersecting and overlapping push it with AO but make sure not to go too heavy on it.
The last thing I noticed is that the wood detailing is very uniform across each plank. You should pick places to put micro details and then subtlety blend out details to give the eye some rest areas.
Hope this helps man, look forward to seeing the next pass!
I have decided to put this project aside (I will come back to it later ;-) )to follow a tutorial from 3D Motive that is going quite smoothly so far. It's both challenging and fun but this is my progress so far:
Im still learning how to add details to the metallic parts for more material definition.
Gold parts are quite challenging to paint, I've redone the hilt like 5 times so far today haha.
I remodeled the sword to practice modeling for this art style and that only took about 25 minutes to do.
So far I am about 2 hours into texturing.
I am trying to speed up my workflow as well.
Any comments/ crits?
Also, misspelled words.
hmm, Ill give that a shot. The tutorial didnt really push the highlights too much
EDIT: Started pushing the highlights and adding more browns/blues to the blade..
I feel like I'm not making any progress lol
Right now, a lot of your materials lack definition. The metal bits need to have more than just a white highlight running along the edges; you have to think about how the light will bounce off surfaces, how it occludes in corners, and any color that is received by other nearby materials (mostly for metals).
The cloth around your grip has some nice direction in it, but it still lacks some depth that you could get by painting in wrinkles.
Generally, hand painted weapons tend to have a top-down light painted into the diffuse, so everything facing upward would be brighter than everything facing downward. You seem to have this already in a few spots, but it hasn't been executed throughout all the elements of the sword. It's a little hard to tell with the viewport shadows.
It may also help you paint interesting textures by keeping in mind the object's history and function. Where has it been? How old is it? Where are the high-use areas? What kind of environment would it be found in?
Besides just trying to photocopy the texturing done by existing WoW weapons, specifically this3Dmotive tutorial weapon, as a polishing process tip:
What you can do to push the overall quality of the texture is to apply in subtle, offcolor hues (like greens where there is a local color of red). What this should theoretically do is add a better body to the texture overall. You avoid a flat looking sword.
See if my old WoW Student Art Contest thread helps at all with texturing. You can see how it goes from ehh to decent: http://www.polycount.com/forum/showthread.php?t=113859
I guess Im just really having trouble with strokes, values, colors, pen pressure...everything haha
After painting the blade I realize it's all one color and very boring. I dont understand how to make it POP!
The guy doing the 3d motive tutorial makes it look too easy and Im just getting frustrated
I cant seem to get what's in my head, to the screen
I wish. I work two jobs and go to school full time, barely time to even do this..
Haha, I wish man. Im almost 26 and feel like I'm turning 50. I work at a warehouse and at my school, nothing art related at all
By the time I get home and cook it's bed time haha
anywho,
here's my recent work on this project, almost satisfied with it.
What do you guys think?
I was aiming for a cartoonish gold or brass Guess i fudged up. Back to the drawing board!
I hope you don't mind but I did a really fast paintover (of an older image I guess) with some notes. I'll try to explain but any questions just ask.
-Work large details in then move to medium details then small. This also holds true for your brush size. You're painting with a really small brush. When I did your paintover I made marks for the size of the brushes I was using. I could have went larger at first though. Don't worry about the nicks and scratches till you have the materials reading well and forms in place.
-With this style you have to paint in the lighting as well. So things up top (or closer light sources) will be brighter.
- Don't use default shading. In Maya this would be Use No Lights option.
-Just because something has a highlight doesn't mean that it's a white highlight. Look up reference online and mimic that. It will really help and make your work believable.
Good start to this though. Can't wait to see this thread develop over time.
Also if you're getting into this style look at Kelvin's gumroad tutorial on 3D Coat painting a weapon. It's a similar workflow to this but using 3D Coat. The principles apply. https://gumroad.com/turpedo
Thank you so much! Great tutorial and help man!
anywho, cant use this in my portfolio because it's based on a tutorial so I've started over making my own concept:
NOTE: Please ignore the handle and central section, I havent begun painting those.
Before I move on and waste another week going in circles, how does this look?
Tyson Murphy states in his tutorial if you cant get your base colors and forms correct, no amount of details will make it better. That's a nice way of saying..damn I suck lol.
I made this tank in about 45 minutes and this is about 2 hour's worth of hand painted textures
Crits?
(didn't want to make a new thread for this)
It's a concept but yes I have, the turret is more like a sherman but the bottom part is similar to a tiger tank
In that process now, kinda wanted this to have a toy-ish look as well but I still want the metallic highlights as if it were metal.
I think I did an okay job at the little visor and the treads are coming along really great so far.
I wanted something like this but plastic looks kinda dull, so I wanted to mix the plastic with the metallic shimmer
If you want a toy look, there's no better reference I feel than the Imperial Guard models from Warhammer 40K.
https://www.google.com/search?q=imperial+guard+baneblade&rlz=1C1GIWA_enUS570US570&espv=2&biw=1395&bih=659&source=lnms&tbm=isch&sa=X&ei=K2VMVLrHIcuQigKR-oDwAw&ved=0CAYQ_AUoAQ#facrc=_&imgdii=_&imgrc=rhbNGwfkDg1r5M%253A%3BekPK2IEznsaubM%3Bhttp%253A%252F%252Fwww.ifelix.net%252Fgamingblog%252Fwp-content%252Fimg_1567.jpg%3Bhttp%253A%252F%252Fwww.ifelix.net%252Fgamingblog%252F%253Fp%253D960%3B450%3B370
Just replicate what you see, basically.
Your tank in question could use more greebles and Not-green hues like subtle browns splashed in where dirt and mud would probably hit if it as being driven, etc.
Great references! Thank you for this! I'll keep posting my progression
Focus on finishing stuff too! Finish one of these projects before moving on. For stylized stuff don't worry about Marmoset till later. Just show off using sketchfab or Use No Lights/Fullbright.
Marmoset seems to render the hard edges, I dont want any hard edges, I like the cartoonish look of the flat shaded viewport. I also want some flat specularity, like plastic looking pieces.
Here's what I did to the tank, I think it looks okay but that's just me
I baked out an AO using a highpoly and handpainted all the details
Are we doing something wrong?
I uvw mapped the treads on the tank to be on a separate texture map.
When I import the tank into marmoset and I apply the tanks material to the tank it applies to the treads as well.
Is there away to import 2 texture maps for 2 elements on a model?
Btw, with something handpainted like this, I don't think there's a need to do two materials. You should be able to get it all onto one you UV sheet.
Thanks! I put it on 2 because I wanted the tread texture to be animated..didnt know I could do that on one map
Here's my progress so far. Rendered using 3ds max mental ray
Hope this makes sense!
I am going to go back to this. I just wanted to experiment and have a little fun first at trying out hand painted stuff