Hi Guys, I've recently started doing 3d Art, and I'm looking to improve, especially my painting technique.
So here's some 3D models I've done and painted.
So first of all, a flatshaded? lowish poly model of a very stylized soldier/guard/militia I made to start out with.
I think it turned out overall quite nice for being my 2nd humanoid model, ever.
The Body has about 1,4k Tris, the chestpiece about the same(because I used solidifiy, else it would be much lower) the legpiece around 600, the sword 250, the shield 100. I guess in a proper game you'd hide the parts of the mesh that are covered, but I'm not worrying much about optimizing the tricount right now. Overall I'm happy with the models more or less, it's the paintings which followed which are iffy.
First I tried painting this sword, it's sort of dull which is good because it's supposed to be a very cheap looking sword, but it's also dull in the sort of "I can't paint" way I guess?
Next, I did this chestpiece, I think it's a slight improvement and overall my best texture so far, especially the front. Note I have no idea why it has a white outline in blender, but that's not usually there, and really it isn't all that bothersome and infact I kinda like it in a way. Happy little accident I guess.
Finally, I made this buckler, with which I'm not all that happy, it kind of looks like a manhole cover or something? The only thing I liked is the rust.
So what do you guys think? I'm gonna do the boots and the legs next, and probably go over the other textures too if I feel like I can improve it.
Replies
Here are some concepts and artists I think would be helpful for you to take a look at:
https://www.artstation.com/artwork/Lmaz0
https://www.artstation.com/artwork/W28ZwJ
https://www.artstation.com/beccahallstedt
I guess it would be fine in a rts or somesuch, but really the problem is I can't figure out sharp features. Here's a few wireframes, I assume they're terrible because I paid them no heed at all.
I really don't even know what's good in a wireframe and what not. I guess the solidifiy I used on the chestpiece made the wireframe look kind of weird? The model is rigged and animated, and deforms just fine for me(except in some super extreme poses). The animations are really terrible though.
I made the clothing by extruding from the characters skin and then separating it, so it's already weight painted, it's really the only way I know how to.
As for this topology stuff I've been looking at it and I understand it in theory, and I know that there's some oddities in some poses, but I wouldn't really know what I need to change to fix it.
This is pretty much the worst deformation I can get aside from twisting the bones in ways humans couldn't.
It gives a good understanding of shadows, highlights and color theory.
He's certainly very good, and the free sample lectures are quite nice, but there's also thousands of hours of free texturepainting tutorials on youtube, that really aren't all that different, atleast from what I've seen in the hour or so of samples he gave.
https://cdna.artstation.com/p/assets/images/images/003/927/624/large/zug-zug-iron-sword-con2.jpg?1478612467
See how there is a dark gradient on the metal parts. Also, the handle has some darkening towards the silhouette. You could be more brave with the highlights too. Your current stuff is just the texture of the materials, but you need to add some lighting to them.
Example 2:
https://i.imgur.com/yI1P9Ed.jpg
Pretty much the same to look at here.
I also completed the legpaint yesterday, but seems like I triggered the spamfilter and it wouldn't go through.
Anyways I've redid the chestpiece to be more detailed with my new experience on doing stitches and even improved the metal a bit. I also found out about why you want to do a good job on your UV's and not waste literally 50% of the space like I do.
Next up is the boots, and then the hair. I'm confident on the boots which are the same sort of material as the coatpiece and the leg, but the hair will be a disaster, I'm sure.
I saw that you are not aiming to make realistic stuff, but stylized things kinda relies on the observation on how things works in the reality and they "simplify" that. For example, if you take a look at a picture of a realistic metal material, you can see how it reflects the environment and how that changes the overall look of the object. Even overcast lighting wouldn't look as flat as the armor for example. There are colored things, and ambient shadows on the things around objects, a this will be reflected on metals. If you want mostly neutral lighting, try doing the gradient thing on the metal parts of the armor. But keep the curvature of the shapes in mind, when painting the gradients.
The leather could really benefit from some ambient occlusion. You can observe how it works, by doing some ao bakes, but even the polycount wiki hand painted section has some nice examples.
After you got the lighting more correctly, you can add some higher quality surface texture definition to your materials. Again, looking at real life examples can really help here because even stylized art reflects material properties, in some simplified way. For example, roughness plays a big role in material definition. Rough stuff will have fully blurry reflections. So blurry, you would even say it doesn't reflect. But it does. Everything does but roughness defines how.
So I tried making much bolder highlights and increasing the gradient on the metal, but I don't even know if it's going in the right direction.