he's not using a filter, he's using the natural media style brushes and whatnot in painter 9.
and yes kp using painter 9 for skinning is going to be an uphill battle to say the least (i can still barely draw in the damn program), but i think you can do it. using some of the more precise instruments... pens, pencils, digital watercolor and the airbrush tools, you could really create a great looking skin.. with some patience and higher acclimation with painter. i salute a fellow traveler on the road to painter 9 supremacy!
KDR, gauss, cep:
i used the chalk brushes in painter. the brush gets smoother the more you overlay dark and light strokes, it's weird - see the face. it tries to be like real chalk. so the grainy areas are rough strokes, it definately isn't making the process faster. i'll probably have to take the texture into photoshop next time i sit down with it. thanks for your comments.
bobo:
there isn't anything major that i've ran into yet, love the proportions you got going on this little dude.
Rhinokey:
i think i'm understanding your question right, i would think you would know this, but in this image below, i just copied the orange area over, lined it up and will make changes once i figure out what imma do.
he did the same thing to the top of the ear, so i'll have to put in some bite marks or those weird clamp earings or something.
thanks my gentle skrubbles.
i'd love to see a little pc sdk action again, that's the bestest.
Just messing... maybe I'll do something with this!
Thanks Bobo for the cool model, and props to killing.people for bringing it back into the public eye, I also love it when a bunch of polycounters get to work on a fun little SDK - let's see how many we can get!
I was gonna make a normal map for him. But when i tried to make a wip map, i realized that the uv's was NOT suited for the way i know how to do normal maps.. And trying to bring the 650k poly mesh into max killed my computer. So, for what its worth, here's how far i got on the highpoly.
Guess i have to just make a regular texture now. But i still dont understand those uvs... how does one avoid that the wings get all fucked up?
I won't be able to touch the computer during the weekend so here is this week last update. Started detailing it and i'm trying to fix the lightning (i know it's kinda late for that but just realised it when a friend critic it )
Dang, great to see all these awesome takes on this model. Joe, your's is so typically your style, but I can see a huge improvement in your handling of the lighting and colors.
Stoof, I like what you did with the beardage. I think the shading you did on the rest of it might be a bit too narrow in the value range, as its reading more like a paintjob than lighting, with the viewport shading turned on as well. Either turn up the ambient in the viewport, or work in some darker darks in your texture.
Rhino, your face is looking cool. I like the color choices you went with for the shading.
Makk, gotta love the six pack breasts. I think your shading is really solid too.
Noel, I said this in IRC, but I will say it again here. I like the structure you came up with, but not the value and color choices for the definition. Don't use the same color on your brush for the shading all over. It makes it read extremely homogenous and the shading becomes too local, and won't read well from far away.
Killing people your real texture is coming out awesome. I love the crooked spine and the body hair. I'd love to see some stronger contrast and some color variation though.
Vitor you have some nice material treatment, and I'm digging the shine you got going on his skin and horns. The craggy skin is cragulicious.
Per I love yours!
Guillom, yours looks really cool, nice first post! I'd love to see you bring in a more cohesive large scale lighting, as right now it all seems very local and makes him see a bit busy. Some texture overlay or some color variation would help too.
Mop nice start, but get something more ironed out!
Replies
baboon cock?!
and yes kp using painter 9 for skinning is going to be an uphill battle to say the least (i can still barely draw in the damn program), but i think you can do it. using some of the more precise instruments... pens, pencils, digital watercolor and the airbrush tools, you could really create a great looking skin.. with some patience and higher acclimation with painter. i salute a fellow traveler on the road to painter 9 supremacy!
Fuck I hated it.
I think you'd have a better time in painting maybe double the rez, or more. To get rid of the muddy filter.
- BoBo
/me shrugs and points to bobo
KDR, gauss, cep:
i used the chalk brushes in painter. the brush gets smoother the more you overlay dark and light strokes, it's weird - see the face. it tries to be like real chalk. so the grainy areas are rough strokes, it definately isn't making the process faster. i'll probably have to take the texture into photoshop next time i sit down with it. thanks for your comments.
bobo:
there isn't anything major that i've ran into yet, love the proportions you got going on this little dude.
Rhinokey:
i think i'm understanding your question right, i would think you would know this, but in this image below, i just copied the orange area over, lined it up and will make changes once i figure out what imma do.
he did the same thing to the top of the ear, so i'll have to put in some bite marks or those weird clamp earings or something.
thanks my gentle skrubbles.
i'd love to see a little pc sdk action again, that's the bestest.
Since you tricked me into clicking on the link i'm joining in.
Thanks Bobo for the cool model, and props to killing.people for bringing it back into the public eye, I also love it when a bunch of polycounters get to work on a fun little SDK - let's see how many we can get!
First time i post in this forum
couldn't resist to join
Here is my attempt - 3 hours
Just the head so far. It was great fun, and i expect to create the rest of it soon.
Good job Earthquake and Mop, i love the way you place the colors first.
cheapy, yeah! you're getting better by the minute.
update:
decided to take it into good ol' photoshop
Looking great KP
Guess i have to just make a regular texture now. But i still dont understand those uvs... how does one avoid that the wings get all fucked up?
Its not that pretty, but atleast he got a "working" normalmap.
lots of great work in this thread, inspiring stuff
if anyone was interested, here is a quick run through i made for a dude on how i painted the horns on my sdk texture.
http://img.photobucket.com/albums/v668/killnpc/howtohorn.jpg
I shall join to, MAYBE if im not to lazy today, uh oh
b1ll
oh maaaaaan.....
good work though. Gonna jump on this soonly
Some great stuff being done.
Here is my little start-
Hopefully I wont get lazy and not finish
Here's mine, a little over 90 minutes. I might go in later and do more, but for now I just wanted to fiddle around with the face.
Stoof, I like what you did with the beardage. I think the shading you did on the rest of it might be a bit too narrow in the value range, as its reading more like a paintjob than lighting, with the viewport shading turned on as well. Either turn up the ambient in the viewport, or work in some darker darks in your texture.
Rhino, your face is looking cool. I like the color choices you went with for the shading.
Makk, gotta love the six pack breasts. I think your shading is really solid too.
Noel, I said this in IRC, but I will say it again here. I like the structure you came up with, but not the value and color choices for the definition. Don't use the same color on your brush for the shading all over. It makes it read extremely homogenous and the shading becomes too local, and won't read well from far away.
Killing people your real texture is coming out awesome. I love the crooked spine and the body hair. I'd love to see some stronger contrast and some color variation though.
Vitor you have some nice material treatment, and I'm digging the shine you got going on his skin and horns. The craggy skin is cragulicious.
Per I love yours!
Guillom, yours looks really cool, nice first post! I'd love to see you bring in a more cohesive large scale lighting, as right now it all seems very local and makes him see a bit busy. Some texture overlay or some color variation would help too.
Mop nice start, but get something more ironed out!