Last week I decided to do a little brush-up hand-painted work - it's been a little while! I love the style of Diablo 3, so I chose to do a couple props in that universe. Here's what I came up with:
Please feel free to be honest - I'm always happy to hear good solid critiques. Thanks!
**For some reason my sig isn't showing up ?? --probably belongs in another thread.
EDIT: added a rainbow -- it's a natural phenomenon. Thanks Autocon.
Replies
Your sig seems to work fine here? If you're referring to images I think they're not allowed, just text sigs.
needs more rainbow though
Lovey stuff mate. Fountain looks drinkable!
shrew81: Reference away man.
moose: lol, now i have to add unicorns!!
what's true: The drinkable water idea came from the d2 'well', although I'm not sure if it goes with a fountain. I'll leave it for now.
renderhjs: I see the excess poly's, I wasn't worried about this at the time, but it's something I have to be more scrupulous about.
Mando: I occasionally paint at higher resolutions. In this work, only the cloth deal and the skull were painted at higher res, simply because I was having fun with them. I don't really have a technique in that sense.
Again, with the colors, sometimes I paint grey-scale and then color it up afterwards. Sometimes I paint on one layer, like with the rug cloth thing. Using many layers generally has a more clean, methodical look, whereas you can get more dynamics working with the colors on one layer.
A few quick suggestions:
The green and purple cloud texture you have as a overlay is not working for me, it look too much like shitty dxt compression. Try to change the colors to something that matches the surface a bit more.
The way you have uved the water makes it very tricky to scroll in the shader if you ever would want to animate it.
The extra uv space on the table texture could be used to add some unique detail, maybe a big chunk of wood missing somewhere, some stain decals, very dark and subtle blood, maybe a couple of drop of candlewax if you don't want to add that to the tabletop texture. Or possibly blobshaped highlights from the candle flames.
Regarding fountain, does it have 1 texture sheet for everything?
If yes, you could actually have calm water and leaking water in 2 separate texture sheets in order to have them animated with UV offset and /or rotation.
In such a case u will need the water to be tileable.
In any case, great work !
your style.....:-D
Yeah Mando I'm a regular comedian.
I guess we have different definitions for what is "oldschool".
cycloverid - I was wondering as to how do you keep your highlights and fine detail from looking lo-res and pixel-ated?
Xenobond: I was actually going for something a little different at first too. That was, until I saw this:
Marnik: Thanks man, I'll try to keep it coming.
Ruz: Hand-painted is the most fun!
Matroskin: Yeah 1 for everything. I know what you mean with the tileable water bit. I've done that before, but I wanted to put it all on one sheet for this for simplicity. A good observation though.
hobodactyl: That's a good point, the skulls are a bit too clean atm.
MandoMagic: To make the details look sharper, I basically just speckle in the highlight in areas where it'd be more intense, instead of just having it just outline the dark areas. I suppose this would follow for every bit of sharp detail in a low-res texture. I personally feel that painting at 4X the size is a bit wasteful in most cases.
That's the best I can explain it!
Yeah ... this is not "old-school". These are the foundations every solid artist in our industry should know. Also, a ton of games still rely on hand-painted, stylish diffuse.
Hello again Polycount,
I decided to work on a couple more props in this style due to the amount of fun I had doing the first couple. It took 5 work days from concept to completion on these babies, so I think my speed could stand to improve.
The wireframes wouldn't fit in the currently sized sheet. Sorry
Alternative Pillar concept:
One thing that I would do differently on another pillar design like the one above is make the gargoyle more integrated into the design rather than tacked on. But, keeping this same design, I think the following would also work quite well:
Obligatory Unicorn Variation
If you'd like to see anything else improved, please let me know!
My only concern is that demon head sort of not matching the pillar. It looks not integrated with it due to different color and sharp transition from head to pillar.
cycloverid
Keep up
Planning on combining these into a level or set of some?
uuunnniiiicooorrrnnnnnnn
new stuff looks ace, dig that floor podium thing. real nice definition of surfaces. Not too sure on the garg statue metals though, doesn't seem to flow very well with the pillar. Maybe if they were stone too? cool stuff!
I know it's probably lower on your list, but since you're doing regular alpha blend, those flames might look better if they had a non-black background. right now they have a bit of an alpha halo. If you were using additive blending black would be the way to go though.
hmmmmm. It does look more fitting, but less interesting color-wise.
matroskin: The color was simply an attempt at an interesting color scheme .
morte: thanks, I don't think I have anything to teach you though!
pixelmasher: ^same reply as matroskin ^^
ocarian: thanks!
StJoris: I was thinking about moving on to more next gen, but we'll see.
carlo_c: I'm glad I could help!
moose: I'll try the stone look.
Slum: Maybe you could elaborate? I always do it this way. Are you saying that using another color (ex: blue or white) would eliminate this problem? I see what you're talking about, but I'm afraid this is a subject that I'm a little hazy on!