Diving straight into another Blender/BPainter project creating what I imagine the Doomslayer would look like in the style something like World of Warcraft including giant shoulderpads!
Got everything unfolded and packed and got an baked out some AO. The hands are symmetrical which is why the right hand looks gross but it's all getting painted out anyways.
One issue I haven't found a solution for is I keep getting a black line baked where the UV seams are. Even with margins maxed out it still happens. It's not that big of a deal for this project since, like I said, this is getting painted out anyways, but it'd be nice to figure this out for future projects.
Usually when you have UV seams it's from padding,I don't know your texture resolution but if it's too low and the padding too small it can bleed out and you get those artifacts.Anyway,the AO looks good.As for the shading on the hands you could bake the hand isolated,whithout that hand pad,it could make you a better base to paint on.
@andreygheorghe padding was my first thought so I did a bunch of bakes with different padding distances but still couldn't get a bake without the seams. It seems to be a blender specific baking issue because I've baked many AO maps with meshes FROM blender in Marmoset, Substance and 3DCoat and never have this happen. And, like I said, it's not a big deal for this project because I'm painting over the AO with opaque color anyways but it's still annoying me, lol.
Also, resolution shouldn't be the issue since the sword, upper body, and lower body each have their own 2k map.
Maintaining your pivot points in blender can save a lot of time. These "bracers" are unwrapped asymmetrically, but, because I maintained the symmetrical pivot point that was used to model them I'm able to paint symmetrically as well. Don't think this sort of thing was possible in 3DCoat without bringing the object in centered at the world origin.
The benefits of painting within the modeling package have been so incredible for this style of work.
3dcoat has symmetrical copy/clone tools, and you can adjust your symmetry by selection matching polygons one each side, but I'm definitely keen to one day be able to do handpainted texturing in Blender as well! Cool to see you exploring it. How does Bpainter work in recent versions of Blender, as I understood it was basically abandoned?
@Michael Knubben interesting! I'll have to look deeper into some of those options.
I'm using 3.1 and it's working fine. I haven't done any material stuff with it and only small amounts of additional channel painting for alphas but seems to be working. It'd be a real shame if it's been abandoned because it's such an awesome tool.
I'm making my way through most of the asymmetrical elements still keeping everything pretty flat just trying to cleanup details and establish some forms. Getting really antsy to start painting in more direction light and gradients... I'll get there.
Getting some gradients painted in and reinforcing the lighting. Also pulling some greens into the oranges and orange into the greens to harmonize the colors a bit more.
For the runes I decided to do a 4x4 grid of runes and then tile them across a plane.
Then I projected the tiling runes onto a non-tiled UV set so I can paint out where I don't want the runes when I project onto the blade
Since I always forget how to do this on the first go I'm going to put it in this thread so I might remember next time. This is for baking from 1 UV set to another.
Create a second UV channel with the desired layout:
Setup your material to bake FROM:
Create another image node with a texture and assign a UV Map node set to the UV channel you want to transfer TO to the vector input and make sure the new image texture is active.
Make sure that the UV channel you're baking FROM is set to "Active Render" and the UV channel you are baking TO is highlighted:
I just used Combined with with the only contribution set to emission:
Cleaned up the runes after projecting them onto the blade UVs and did some polishing. Think I'm going to add in a bit of an energy effect that could pan across the blade.
It took some additional setup to get the back faces to not render for the WoW-style weapon effect. Here's the couple of nodes that I had to plug in.
Replies
very cool, very cool ;)
@killnpc thanks!
I've managed to make some progress on the model. Getting closer to painting.
cool recent updates uhm taking a break from the game design? was looking forward to more, is this practice for upcoming updates?
Hey @iam717 thanks! Just taking a little break for now to do something more focused on art.
Got the shoulder cannon modeled last night and was playing around with the pivot points.
Looks cool. I assume you're not baking a high poly down for a base?
@HarlequinWerewolf thanks! Correct, I'll only bake out an AO to start from.
Got everything unfolded and packed and got an baked out some AO. The hands are symmetrical which is why the right hand looks gross but it's all getting painted out anyways.
One issue I haven't found a solution for is I keep getting a black line baked where the UV seams are. Even with margins maxed out it still happens. It's not that big of a deal for this project since, like I said, this is getting painted out anyways, but it'd be nice to figure this out for future projects.
Usually when you have UV seams it's from padding,I don't know your texture resolution but if it's too low and the padding too small it can bleed out and you get those artifacts.Anyway,the AO looks good.As for the shading on the hands you could bake the hand isolated,whithout that hand pad,it could make you a better base to paint on.
@andreygheorghe padding was my first thought so I did a bunch of bakes with different padding distances but still couldn't get a bake without the seams. It seems to be a blender specific baking issue because I've baked many AO maps with meshes FROM blender in Marmoset, Substance and 3DCoat and never have this happen. And, like I said, it's not a big deal for this project because I'm painting over the AO with opaque color anyways but it's still annoying me, lol.
Also, resolution shouldn't be the issue since the sword, upper body, and lower body each have their own 2k map.
My buddy Denny helping me out once again - Turn of "Denoise" under the "Render Properties" tab.
No more seam lines.
Getting more of the details sketched out before blocking in some color.
I've been slowly working on detail cleanup and painting in some basic form lighting.
Had a lot of fun detailing the shoulder pads. Can't wait to start polishing this stuff.
Here's the flat fills layer
Maintaining your pivot points in blender can save a lot of time. These "bracers" are unwrapped asymmetrically, but, because I maintained the symmetrical pivot point that was used to model them I'm able to paint symmetrically as well. Don't think this sort of thing was possible in 3DCoat without bringing the object in centered at the world origin.
The benefits of painting within the modeling package have been so incredible for this style of work.
3dcoat has symmetrical copy/clone tools, and you can adjust your symmetry by selection matching polygons one each side, but I'm definitely keen to one day be able to do handpainted texturing in Blender as well! Cool to see you exploring it. How does Bpainter work in recent versions of Blender, as I understood it was basically abandoned?
@Michael Knubben interesting! I'll have to look deeper into some of those options.
I'm using 3.1 and it's working fine. I haven't done any material stuff with it and only small amounts of additional channel painting for alphas but seems to be working. It'd be a real shame if it's been abandoned because it's such an awesome tool.
Loving this, can't wait to see more !!
Thanks @pior!
I'm making my way through most of the asymmetrical elements still keeping everything pretty flat just trying to cleanup details and establish some forms. Getting really antsy to start painting in more direction light and gradients... I'll get there.
It looks good so far,don't try to rush it,take your time,better to spend more time now,after it's a lot harder.
@andreygheorghe Absolutely right!
Working on two killer projects at once?!
Impressive :)
@Piemaster the one project has been put on hold for a little while, lol.
Form lighting and cleanup pass finally done.
Some more painting progress.
Getting some gradients painted in and reinforcing the lighting. Also pulling some greens into the oranges and orange into the greens to harmonize the colors a bit more.
Managed to get some painting started on the crucible over the past few nights.
For the runes I decided to do a 4x4 grid of runes and then tile them across a plane.
Then I projected the tiling runes onto a non-tiled UV set so I can paint out where I don't want the runes when I project onto the blade
Since I always forget how to do this on the first go I'm going to put it in this thread so I might remember next time. This is for baking from 1 UV set to another.
Create a second UV channel with the desired layout:
Setup your material to bake FROM:
Create another image node with a texture and assign a UV Map node set to the UV channel you want to transfer TO to the vector input and make sure the new image texture is active.
Make sure that the UV channel you're baking FROM is set to "Active Render" and the UV channel you are baking TO is highlighted:
I just used Combined with with the only contribution set to emission:
Then hit BAKE
Make sure to save the texture...
Cleaned up the runes after projecting them onto the blade UVs and did some polishing. Think I'm going to add in a bit of an energy effect that could pan across the blade.
It took some additional setup to get the back faces to not render for the WoW-style weapon effect. Here's the couple of nodes that I had to plug in.
Calling it done.
It's also on artstation: https://www.artstation.com/artwork/n0EJA9