Unique and interesting character design! I love the cartoony proportions. It might look better against a white background though with just a dropshadow to emphasize the silhouette.
@lotet Not yet! I'm definitely going to integrate it in more. I'm not super experienced with full illustrations, so I'm looking forward to trying that out for lighting and composition. And characters would definitely be a great thing to try it on!
Finished up the first healing fountain for Squire! This rare one would be found in the desert biome. I'm planning on making the forest one next Check it out on Artstation!
But I think you could make your thread a bit more friendly to viewers. PNGs make very large files here. That last one is 3401 x 2550 and about 4.5mb. If you used JPG and a more reasonable web size like 1920x, your thread would load a lot better. (see PNGs Suck on Polycount).
@Eric Chadwick Oh dang, thanks for the tip! I'll definitely keep that in mind for the future, I totally spaced on that one. Went ahead and uploaded a lower res of the moss mother at least!
Looking at your moss mother. I think you are probably at a good level to start thinking about how you light forms now. You are at a level where you are understanding forms and design well, but some of your technical skills are holding back your execution.
This relief is a pretty good stand-in for what is going on in your work currently
Have a look at the arm on the character you painted, and notice how at every point there is a gradient going on, there is no core shadows that indicate the lights direction, and there are no cast shadows from any of the parts casting onto any of the other parts.
To wrap your head around lighting, you need to know exactly where your light source is, and absolutely stick to it. I think the best way to train this is to actually get really good at cell shading. Get your lighting working with nothing but two values, and once you get that down, start focusing on the areas in light and how to turn those planes with light.
@Muzz I totally agree, thanks for the advice! I've been feeling like I've hit a bit of a wall with that stuff, and I want to push my rendering and lighting to the next level. I've noticed that in my work lately and want to get past it. Do you have any specific points on what's going on in that last one, like adding a rim light or defining the core shadows more? Maybe specific kinds of studies to try? Mostly as information to apply to the next painting, it'd be helpful! Thanks again
I think the most important thing is to change how you think about rendering, as i said in the previous post, i really believe that cell shading is the thing to practice right now. But you can practice from photos like this.
these are really good practice, as it gets you thinking about form in the simplest of terms and getting things reading with the minimum amount of info.
Once you get that down and you can confidently block in a shadow pass on a drawing, then you need to start thinking about plane shading.
The best way to learn this is sadly to go the academic route, and work from life with statues and casts. Objects with just one material, and hopefully just one light source, so that you can really isolate and really understand the idea that value change = form change.
@Muzz Thanks again for the specific advice- genuinely, I'll take an academic route as long as it's efficient and helpful! I'll get to work and probably post some stuff in my sketchbook thread once I feel confident about the results. I really appreciate the time you took to write that out and I'll do my best to make the most of it!
Hi , I'm a fan of your work and I also follow your posts in gamasutra, I'm starting my career in a studio (despite my age 28 = P) and I really like the style of your textures, you have some tutorial or study recommendation To create these textures?
Hi , I'm a fan of your work and I also follow your posts in gamasutra, I'm starting my career in a studio (despite my age 28 = P) and I really like the style of your textures, you have some tutorial or study recommendation To create these textures?
Hey Gabriel! So I have a few recommendations for learning handpainted textures. I'm still working on improving my own, but hopefully this will give you some direction-
1. Do studies of other artists' works! I have a Pinterest board here: https://www.pinterest.com/bhallstedt/hand-painted-texture-stuff/ that should be able to get you started. I really recommend making your own Pinterest board (or on some other sort of image-handling site) to make sure that you have a visual library. Start looking on Artstation and Pinterest for professional-level handpainted textures, and then try to imitate them! In order to begin finding some specific artists, I recommend going to the source links of the images on my board and following them. Follow them on Twitter and stuff. Keep updating with what they're making. Along this note, remember that imitating someone else's textures is just making a copy of a copy. Experienced artists can tell when that's happening, so it's important to make your own work for your portfolio instead of just imitating something else. That's just for practicing your painting skills and getting better at understanding the visual dialect of a particular style language. The even more important part is the second piece of advice, which is to...
2. Do studies of photographs, and then make a handpainted versions. This will give you a much better understanding of color, shape, and form of the source inspiration: real life. Pulling reference from real materials will make your original work better and give you a richer, more interesting result. While you're creating a visual library for handpainted textures, also make one for photos of materials. It's not much, but I started one recently and it's been really helpful: https://www.pinterest.com/bhallstedt/photo-texture-stuff/ so hopefully it'll give you another good start! Then last but not least...
3. Play stylized games and begin to notice the level of detail they use. As much as I love WoW, there are TONS of other great stylized games that have their own nuances and dialects. Diablo 2 is one of my favorites, personally. Check out mobile games, VR games, and other genres that are using the handpainted style and try to imitate that, too! You can take screenshots of assets and use that for studies. Just keep painting, good luck!
Thanks a lot, great tips, gave you a good idea of how to organize my studies, thank you, in the future I will create a sketchpad in the forum with my studies.
Replies
or use it for characters for that matter?
also you should post your Inktober stuff over at the Inktober thread.
But I think you could make your thread a bit more friendly to viewers. PNGs make very large files here. That last one is 3401 x 2550 and about 4.5mb. If you used JPG and a more reasonable web size like 1920x, your thread would load a lot better. (see PNGs Suck on Polycount).
Went ahead and uploaded a lower res of the moss mother at least!
This relief is a pretty good stand-in for what is going on in your work currently
Have a look at the arm on the character you painted, and notice how at every point there is a gradient going on, there is no core shadows that indicate the lights direction, and there are no cast shadows from any of the parts casting onto any of the other parts.
To wrap your head around lighting, you need to know exactly where your light source is, and absolutely stick to it. I think the best way to train this is to actually get really good at cell shading. Get your lighting working with nothing but two values, and once you get that down, start focusing on the areas in light and how to turn those planes with light.
Hope this makes sense!
Do you have any specific points on what's going on in that last one, like adding a rim light or defining the core shadows more? Maybe specific kinds of studies to try? Mostly as information to apply to the next painting, it'd be helpful! Thanks again
I think the most important thing is to change how you think about rendering, as i said in the previous post, i really believe that cell shading is the thing to practice right now. But you can practice from photos like this.
these are really good practice, as it gets you thinking about form in the simplest of terms and getting things reading with the minimum amount of info.
Once you get that down and you can confidently block in a shadow pass on a drawing, then you need to start thinking about plane shading.
The best way to learn this is sadly to go the academic route, and work from life with statues and casts. Objects with just one material, and hopefully just one light source, so that you can really isolate and really understand the idea that value change = form change.
Hope that's enough info for now.
Great works! I love all your works, pretty nice art style! Thanks for share this great works, its in some way inspiration for me Keep rocking!
Thanks for the kind words!
1. Do studies of other artists' works! I have a Pinterest board here: https://www.pinterest.com/bhallstedt/hand-painted-texture-stuff/ that should be able to get you started. I really recommend making your own Pinterest board (or on some other sort of image-handling site) to make sure that you have a visual library. Start looking on Artstation and Pinterest for professional-level handpainted textures, and then try to imitate them! In order to begin finding some specific artists, I recommend going to the source links of the images on my board and following them. Follow them on Twitter and stuff. Keep updating with what they're making.
Along this note, remember that imitating someone else's textures is just making a copy of a copy. Experienced artists can tell when that's happening, so it's important to make your own work for your portfolio instead of just imitating something else. That's just for practicing your painting skills and getting better at understanding the visual dialect of a particular style language. The even more important part is the second piece of advice, which is to...
2. Do studies of photographs, and then make a handpainted versions. This will give you a much better understanding of color, shape, and form of the source inspiration: real life. Pulling reference from real materials will make your original work better and give you a richer, more interesting result. While you're creating a visual library for handpainted textures, also make one for photos of materials. It's not much, but I started one recently and it's been really helpful: https://www.pinterest.com/bhallstedt/photo-texture-stuff/ so hopefully it'll give you another good start! Then last but not least...
3. Play stylized games and begin to notice the level of detail they use. As much as I love WoW, there are TONS of other great stylized games that have their own nuances and dialects. Diablo 2 is one of my favorites, personally. Check out mobile games, VR games, and other genres that are using the handpainted style and try to imitate that, too! You can take screenshots of assets and use that for studies. Just keep painting, good luck!