Yeah really blast from the past Good idea to try to revive the topic and see how it goes now. Thank you for your positive feedback. I will work harder: 3
Xaltar: nice work, loving the glow effect and overall execution, not sure on the grey areas, looking like a matte rubber effect, I think it might need something to make it pop some more- is the face texture based on the brunette bint from Glee?
Xaltar: nice work, loving the glow effect and overall execution, not sure on the grey areas, looking like a matte rubber effect, I think it might need something to make it pop some more- is the face texture based on the brunette bint from Glee?
Cheers I'm not happy with the grey areas either they were a problem area when I started blocking things out and persisted irritating me all the way through, it was meant to be aluminum but just never read very well. Partially due to the resolution mostly due to me sucking at metal so I guess I will have to push on it a little more tomorow and try and improve my metal painting skillz :poly124:
The face just kinda happened as it is, I didn't use any real reff for it so any likeness is purely random chance :poly121:
@n88tr
When I was starting out with texture painting I often found it usefull to use a photo and just tweak everything around till it fit the UV and looked proportionate. Technicaly thats cheating but it did familiarize me with the positioning and shading of things. Once you have your chopped up photo looking good its time to save it out, make a new texture and reference from it, try painting as much of the detail as possible, Zoom in to your ref and look at how the photo is made up, pay attention to the colors. Working with low res stuff like this is a brilliant way to get started painting textures, it forces you to think about every stroke. Always paint at the final resolution when you are getting started, I find that really helps you to push the detail and really understand what is going on. And remember, layers are your friend. I typicaly have at least 15 - 20 layers by the time I am done with a texture, that allows me to tweak shading colors or fade certain areas all simply by messing with the sliders.
n88r - try starting off with a big airbrush and blocking in the big shapes and values, then lower your brush size and increase hardness, and cut the shapes down a bit adding detail, then just keep repeating that. and reference helps a lot too.
shotgun: Really loving this one! Awesome work! JacqueChoi: Dude, totally go the tattoo way. And make that circle on his forehead pop out more. gilesruscoe: you need to bring out more contrast in the values. It's very hard to see past the visual "clutter" so to speak.
I'll join in the Bobo heads fun, so here's a guy I did a week or two back.
Wicked texture maph...
Your right with the whole noisy texture thing too, is this any better? This thing looks so different when i put it on my other monitor...
Xaltar: Haha! Cheers, that was exactly what I was going for with this guy!
gilesruscoe: Making the cracks darker doesn't really solve anything, what you need to do for this sort of stuff is add a light influence, even if it's minor and just define your general forms better. I'm not talking about the individual stones here, but stuff like the eye sockets and how they cast shadows, zygomatic, etc...
Also, try to avoid pure black all together, nothing in real life (except for black holes) is entirely black. Go for deep semi-saturated dark colors instead.
Also, design wise, just try first with larger more stylized piece of rock and a few well placed magma lines.
What you really need to do at some point (and I've noticed this with your other low poly stuff too) is occasionally add a black and white adjustment layer over your work. And just see that the values are correct.
As long as you're not working with strong hue contrasts, value contrast is without a doubt the most important part of a good low poly texture or painting in general.
If you don't mind, I made a shitty paintover to show you what I mean. The top is yours with just a b&w adjustment layer on top of it, under that is what I did. Didn't have a lot of time, so again; forgive me for the shittyness of the paintover.
And something you need to do often, is squinting your eyes and looking at your work! If you can see the general forms you're all good; if it's a mess, it's not good.
Daphz: Coolness! Really liking the design and color choices on this guy. But you should define your light source better.
Ahh thanks so much Maph!
My texture didnt have any black in it until i smashed the colours into darkness
Your paint over is certainly alot clearer, will be sure to use that b/w check in future (honestly didn't know it could be done as an adjustment layer until now)
I'll have another crack at it, maybe i should start my own hand painting thread instead of clogging up this one.
I like your design suburbbum, i think the forehead hotspots look a but airbrushed on though, maybe add some mid values in between the bright and darker parts?
thanks for the crit maph! and thanks to terabyte also for giving me a few tips. I think this thing is just about done.
I finished my lava head, i'm sure many people have seen it in the thread i started, but i'll put it here so when it's necro'd in another 3 years people can see it )
Hi I'm Nick! This is the first time I'm posting on polycount and I'm wicked excited to put up more work. I worked on this for one of my classes. Done in one day! Definitely going to go back into it this week and update. Let me know what you think.
Replies
trying to look at the past entries and figure out how they did it
Cheers I'm not happy with the grey areas either they were a problem area when I started blocking things out and persisted irritating me all the way through, it was meant to be aluminum but just never read very well. Partially due to the resolution mostly due to me sucking at metal so I guess I will have to push on it a little more tomorow and try and improve my metal painting skillz :poly124:
The face just kinda happened as it is, I didn't use any real reff for it so any likeness is purely random chance :poly121:
@n88tr
When I was starting out with texture painting I often found it usefull to use a photo and just tweak everything around till it fit the UV and looked proportionate. Technicaly thats cheating but it did familiarize me with the positioning and shading of things. Once you have your chopped up photo looking good its time to save it out, make a new texture and reference from it, try painting as much of the detail as possible, Zoom in to your ref and look at how the photo is made up, pay attention to the colors. Working with low res stuff like this is a brilliant way to get started painting textures, it forces you to think about every stroke. Always paint at the final resolution when you are getting started, I find that really helps you to push the detail and really understand what is going on. And remember, layers are your friend. I typicaly have at least 15 - 20 layers by the time I am done with a texture, that allows me to tweak shading colors or fade certain areas all simply by messing with the sliders.
Hope this helps
I'm just sick of doing things wrong but this is a nice proj to play with
thanks for the advice
Here's my First stab at Mr.Bobo's SDK.
I had more elaborate plans with this (like the circle on the head and ears n crazy tattoos n shit, but figured I'd rather just start a new one.
n88r - try starting off with a big airbrush and blocking in the big shapes and values, then lower your brush size and increase hardness, and cut the shapes down a bit adding detail, then just keep repeating that. and reference helps a lot too.
here's my wip, gonna add some color
Might do another 1 tonight
Here's my version of the goggle-chick to the collection, perhaps another one later.
What res did you paint that at Shotgun?
Shotgun - VERY sharp textures. Great job!
daphz - awesome start.
Akiho - thanks a lot man. I don't really have time to do a full fledged tutorial, but here's a link to the PSD if you want to dissect it.
www.jacquechoi.com/images/oBoB01.psd
Here's my addition to the collection:
JacqueChoi: Dude, totally go the tattoo way. And make that circle on his forehead pop out more.
gilesruscoe: you need to bring out more contrast in the values. It's very hard to see past the visual "clutter" so to speak.
I'll join in the Bobo heads fun, so here's a guy I did a week or two back.
Your right with the whole noisy texture thing too, is this any better? This thing looks so different when i put it on my other monitor...
shotgun - nice colors
gileruscoe - that tweak looks much better
maph - i'm diggin the 'stache
Digging it Maph, that dude looks like he should be short, wear a kimono and be holding a bowl of rice and chopsticks lol.
gilesruscoe: Making the cracks darker doesn't really solve anything, what you need to do for this sort of stuff is add a light influence, even if it's minor and just define your general forms better. I'm not talking about the individual stones here, but stuff like the eye sockets and how they cast shadows, zygomatic, etc...
Also, try to avoid pure black all together, nothing in real life (except for black holes) is entirely black. Go for deep semi-saturated dark colors instead.
Also, design wise, just try first with larger more stylized piece of rock and a few well placed magma lines.
What you really need to do at some point (and I've noticed this with your other low poly stuff too) is occasionally add a black and white adjustment layer over your work. And just see that the values are correct.
As long as you're not working with strong hue contrasts, value contrast is without a doubt the most important part of a good low poly texture or painting in general.
If you don't mind, I made a shitty paintover to show you what I mean. The top is yours with just a b&w adjustment layer on top of it, under that is what I did. Didn't have a lot of time, so again; forgive me for the shittyness of the paintover.
And something you need to do often, is squinting your eyes and looking at your work! If you can see the general forms you're all good; if it's a mess, it's not good.
Daphz: Coolness! Really liking the design and color choices on this guy. But you should define your light source better.
My texture didnt have any black in it until i smashed the colours into darkness
Your paint over is certainly alot clearer, will be sure to use that b/w check in future (honestly didn't know it could be done as an adjustment layer until now)
I'll have another crack at it, maybe i should start my own hand painting thread instead of clogging up this one.
thanks for the crit maph! and thanks to terabyte also for giving me a few tips. I think this thing is just about done.
[IMG][/img]
-Eric Kilkenny
Obob rocky head guy!
[IMG][/img]