Hello! I've started working on stylized shield just for practice, planning to do sculpt and make mixed style with normal + diffuse map. Here is some block out and my concept, i hope you'll like it
Rough model, it will be replaced with optimized and clean one
Updates here:
[SKETCHFAB]294a8d13d16245cc98045f6301ea44b0[/SKETCHFAB]
Replies
Fully redone model so topology is more clean now, added bend modifier, added handle and other elements from the concept
Some little tweaks on topology and unwrapping
Update:
Sculpting progress
Throwing divisions at it will solve the problem on face value. However will present problems later.
ZRemesher and Reprojection are simple enough solutions. : )
Roughly playing with color schemes
my favourite is the middle of the second line (green, brown & orange), it's nice to see all version you tested.
I like the first color sheme, except the "wood part".
Not sure if brown would work with this sheme, but I think it's worth a try.
Baked normals + new color schemes. I am thinking about removing this cloth wrap so i've done additional coloring without it. Thanks to you all for this thoughts aboout color and cloth thing
heres a paintover for ya
Redone model and fully redone sculpt, sized up wood grain and redesigned some elements. I hope to start texturing today
Here is mesh + baked out normals
Update:
UVs fixed, nailed some basic colors
Texture progress
Finished texturing, added emissive map, added spec map. I think it is pretty done
[SKETCHFAB]294a8d13d16245cc98045f6301ea44b0[/SKETCHFAB]
It lacks the subtlety you see in WoW assets (since you said you wanted to go with that style).
You should check out examples like this:
http://www.polycount.com/forum/showpost.php?p=2342458&postcount=6161
and this:
https://www.artstation.com/artwork/blood-elf-bust
Pay close attention to saturation and light levels. notice how they rarely shade things with black lines like you've done, everything has colour and everything has nice complementary contrast.
Your shield looks like a cheap plastic toy made of the brightest colours with no explanation as to "why".
It may be a little late if you're calling this done, but I feel like you should push the texture a little more.
On the colours themselves, I feel like all of your hues are over-saturated. I'm a fan of bright colours, but I think some variety would be nice. I also think that each of your materials does not have enough colour variation (as it seems like all you did was value shift for your shading with the exception of some reds in your gold material).
I also feel like you have far too much black in your texture. Generally, you want to avoid using very much pure black in your textures, especially if you're trying to emulate WoW-style textures. Lighten up those blacks, and add colour to them.
Lastly, all of your details have pretty much one frequency. All of your scratches, grooves, and lines have very similar thickness throughout. Try and add some variety and vary the thickness within a single stroke. (Think about your surface and make your details larger/smaller where they make sense). I know you've mirrored your UVs down the center, which makes adding unique details tricky, so maybe stick your larger details closer to the edges, or in areas where you're not going to commonly see both sides at the same time.
I think you could get a lot more out of your design with some more time refining your textures.
I thought this video might be nice even if you don't use blender they show some good hand painting practices that you could learn from.
[ame]https://www.youtube.com/watch?v=lbfFAKJ2t7g[/ame]
Ill do completely new texture with diffuse map only.
learn some material theory, and think how you can apply it to this.
regards, drunk rice
This x100. You have a bunch of small scratches, dents and etc that make your whole shield look noisy. If you want it to look like a shield from WoW then make it look clean and easy to read. Just add a few bigger scratches.
Also, you should really think about turning symmetry off.