My hand-painted texture skills are something I'm trying to focus on. Jfletcher (
http://www.artpanda.co.uk/) was kind enough to let me use his church concept to bone up on my skills. I'll be keeping track of my progress in this thread, which will hopefully encourage me to take this to completion sooner.
Here is my color version of his concept:
And here is my block out so far:
Moving forward I'd love feedback on proportions and the hand painted textures I'm working on as I put them up. This is all about development and having a decent hand painted piece for my portfolio. Thanks in advance for any feedback.
Replies
sketch81: Thanks for the paintover. Some of the funkiness is just not having everything mirrored yet. The width proportions I'll definitely get cleaned up.
In the mean time, here is a quick WIP of the stone texture I'm working on for the church walls.
I have most of my UVs taken care of and my textures blocked in (very WIP textures). I reworked the proportions, and I'm getting close to happy with them. Probably small geometry tweaks from here on out (making things have a bit better weight, some variation in silhouette etc.).
On to some aggressive hand-painting!
Inregards to the stone looking a little large, I'd have to agree with Jackablade. I've made a paint over, outlining the scale of the stone between the two images. On the side of the building, your model has 5 1/4 stones compared to 6 1/4(concept). In order to match the concept, I think you may need to scale the stone down and shift the texture down. I hope that helps and look forward to seeing how this turns out.
I would love some feedback on the painted textures. I'm having some problems really getting the stones to feel three dimensional, so any suggestions in that regard would be awesome.
Also, if anyone has some good suggestions for rendering/lighting that really helps makes hand painted textures pop, I'd be interested in any suggestions for that as well. Thanks for the help.
Here is another WIP shot:
you could also try turning off texture filtering so it doesn't blur the hand painted details
Here is another WIP shot with updated textures:
A few things though, in the concept, some of the shingles on the roof are a bit beat up and slightly crooked. A lot of your textures are being tiled, which is fine, however when you add unique things like cracks it becomes very obvious, I would try and break up the tiling on the bricks and roof to make the walls a bit more interesting.
Other than that, I am excited to see this finished.
I mean I won't claim to be a spokesperson for DnS but I think fussing over details in the model might actually be counterproductive when he's already stated that his intention is to focus on the painting aspect of it.
Now to put my money where my mouth is, i'll say the textures are looking good, and assuming you're going for "that sort-of-WOW look" you've succeeded...
One thing i'd suggest is giving yourself some kind of corner-caps on the corners of the structure. Given you've tiled your texture you'll probably need to add meshes or cut the existing geom. It'd just give you some more room to kind of highlight the major lines of the structure by doing some sort of rounded or more worn corner bricks.
Could you give an example of what you want the end product to be? like, in what kind of environment, what kind of tech limitations... etc
Maybe the roof tiles could have more reandom imperfections, like in the concept.. now they look a bit too squared.
Nitewalkr: thanks!
Harry: Thanks for fighting the battle for me. I wasn't going to pick a fight with someone who was giving me feedback though. =]
I am going for the "sort of wow" hand painted style, trying to keep things painterly, no photo sourced texture overlays, etc. I didn't have any real limits in mind in terms of poly count or texture size or number of textures when I started out. Just a piece that showed off the hand painted textures and wasn't overboard on the complexity. Kind of like the piece szark made that you see in the banner sometimes (the warhammer tavern). Right now the poly count is 6,000. (Mostly tied up in the spikes, like 2,000+)
I'm not exactly sure what you mean with the end caps, or how I can do that and not veer far from the concept. Maybe I should just cut some variation directly into the geometry on the side on the build to break up the silhouette. To firm up the environment I'm going to texture the brown base and maybe add some plants that you don't see in the concept, just to work on my hand painted organic skills. Thanks for the feedback.
Harry: yOU make a valid point about being counterproductive, but he did mention he would love feedback on "proportions and the hand painted textures".
I would probably add some wear and tear dirt etc on an opacity map and place them randomly. hmmm...
butt_sahib: thanks, I'll see about some light grime/dirt if I bring it into UDK.
The job you've done here with the texture is seriously nice looking!
[ edit ] Ah, sorry. You were following someone else's concept :P But still...!