Thanks Mop. Finishing by Sunday simply wont happen for me. Things are just too busy atm. I'm definately going to finish my skin though...so hopefully it will make the next release.
Yeah, probably not going to be able to finish mine in time, then. I'll just have to wait till another one comes along. Maybe I'll have enough time, then.
I tried making my own q3 model a while ago, even got it rigged to one of the quake3 bipeds. I think I just got all fubar'ed with tags and exporting that I gave up on it.
Hey everyone, I was just wondering how you guys and girls get these nice skin tones (obvisouly from experience) but how do you start, I have seen some pictures showing step by step, which helps, but maybe they are other sites out there as well.
For example, like this: [ http://www.ultrawashere.com/imagens/Gladiator_wip5.jpg ] Ultra's texture... I mean the skin tone is great, defination is awesome, just everything about it rocks (definatly tones of textures in this thread also deserve a thumbs up)
Thanks all, if I did post this question in the wrong section, i'll move it (pretty new to polycount.. posting wise anyways)
I make regular use of the Harliquin channel clouds skin underlay (I found it from poop's old character tutorial still on that site) to get some good base variation.
Considering this sdk was my first solid attempt at texturing (back in march,) I felt it was an appropriate texture to make another attempt at after all this time.
I'm texturing on a 512. Not quite in the spirit of the SDK, but it's the resolution I've been practicing lately. WIP before/after:
And the flat (ear moved for cropping):
Can't help but feel I ought to have improved an awful lot more; I haven't devoted near as much time to art as I should have. But I'm happy enough with my progress regardless.
I didn't want to start my own thread, with this being an SDK, but I'd really appreciate any constructive criticism and critique.
everything is looking much better so far man, some of the forms just need some tightening up. Dont be afraid to add some darker hues...everything righ now is looking almost the same value which makes it appear kind of dull.
Aslo, give those eybrows some extra love and make them much sharper
yeah, looks a lot better, just needs more value range, as tremulant said - more darks and lights. everything is very midtoney and washed out at the moment.
i might have to do a new texture for this guy too!
I'm resurrecting this SIX YEAR OLD THREAD because last night I remembered it was one of the first things I ever tried to texture, and I thought it'd be fun to take another crack.
Turns out this game art stuff is tricky! I'd love to see more of you guys take a swipe at this for old time's sake!
Yes! More of you guys need to do this. It only takes a few hours.
Snader, this is the only surviving image I have of the original. I think it may have been a 512. I dont think it was the final version; if anyone still has the skinpack that was released, it's probably in there. :x http://i.imgur.com/RgbP3.jpg
Replies
I tried making my own q3 model a while ago, even got it rigged to one of the quake3 bipeds. I think I just got all fubar'ed with tags and exporting that I gave up on it.
[/ QUOTE ]
Swim Swim Hungry?
No but good idea.
ITs just the polycount dominance war logo as a mask.
For example, like this: [ http://www.ultrawashere.com/imagens/Gladiator_wip5.jpg ] Ultra's texture... I mean the skin tone is great, defination is awesome, just everything about it rocks (definatly tones of textures in this thread also deserve a thumbs up)
Thanks all, if I did post this question in the wrong section, i'll move it (pretty new to polycount.. posting wise anyways)
http://www.itchstudios.com/psg/art_tut.htm
Also, Poop's tutorial section has some real texturing gold in it.
http://www.poopinmymouth.com/tutorial/tutorial.htm
I make regular use of the Harliquin channel clouds skin underlay (I found it from poop's old character tutorial still on that site) to get some good base variation.
I'm texturing on a 512. Not quite in the spirit of the SDK, but it's the resolution I've been practicing lately. WIP before/after:
And the flat (ear moved for cropping):
Can't help but feel I ought to have improved an awful lot more; I haven't devoted near as much time to art as I should have. But I'm happy enough with my progress regardless.
I didn't want to start my own thread, with this being an SDK, but I'd really appreciate any constructive criticism and critique.
Aslo, give those eybrows some extra love and make them much sharper
i might have to do a new texture for this guy too!
I'll probably have something by tomorrow....
Turns out this game art stuff is tricky! I'd love to see more of you guys take a swipe at this for old time's sake!
Snader, this is the only surviving image I have of the original. I think it may have been a 512. I dont think it was the final version; if anyone still has the skinpack that was released, it's probably in there. :x
http://i.imgur.com/RgbP3.jpg