Greetings, people of Q2PPM! Here are my new skins for Quake 2! Wait... what year is it? Oh yes! Happy 20th, Polycount! XD
All joking aside, I have been going through Sam Nielson's course "Fundamentals of Lighting" on Schoolism. I've also been looking for a way to apply the information to hand-painted textures. I figured that trying out various materials on small props would be a good way to go about it.
Also, recently I was replaying Quake 2, one of my favorite old games. Seeing the pick-up items with the badly skewed textures was a little sad for sure, but then I realized it would be super easy to replace them.
So now I've started to slowly replace the pick-up items with higher res ones, and getting in my hand-painted practice all at once!
First up is the armor shard. I wanted to get some nice paint damage on it, and also try to sell the difference in reflectivity between the paint and the bare metal. I also painted in some orangy underlighting, which is a style device used across many of the original assets in Quake 2.
Next up is the invulnerability power-up. This one was a good excuse to practice skull anatomy. I also tried to fake reflections on the brass material of the skull. I made the orange underlighting a lot stronger for this asset, because warm lighting on a warm colored metal will enhance the saturation.
And the last one for now, the stimpack. I tried to make the material look more like plastic. I also kept grunge down to a minimum, since this is a medical item. However, I'm not sure if the material really reads correctly or if it simply looks less detailed than the others.
Wireframes on my Artstation if anyone is interested:
Replies
I think the forms overall are great, but they're missing some edge highlights that could take them to the next level. I think just a few bright highlights here and there could really make the shapes pop.
I did a quickie little paintover. I'm no Bierstadt, my sunlight dfirection is not all that well thought out. But looking at his work and the Hudson River School in general might give you some idea what I'm talking about.