hopefully im doing ok for my first try, im staying more true to the original but ill try something wild when i get better and more comfortable doing this. How does this look so far.
holy fuckin balls you guys know your shit. I've been bitten by the handpainting bug (thanks to an art test) so I'll probably pick this up after I'm done with my current little texture thing.
Flynny: Go for it - I have it rigged at home and am planning a few little idle animations but if you want to do it for fun, feel free, it'd be great to see him move!
FirstKeeper: Hey, great texture! I love your work, very happy to see you do something for one of my models
Firstkeeper: Ventilator LOL you crack me up. Sorry Tully, didnt mean to call you a dude! Okay so if Anuxi starts painting - that will be 3 chicks painting your SDK MoP!
Mop one thing came to mind when i was trying to handpaint and failed.
What about an untriangulated version for those of us prefer to get ao maps from a sculpt? If such a version exists.
Anyways ill keep trying to handpaint a bit longer ^^.
What softwares are you guys and gals using?
OK, I've updated the .ZIP file now with the OBJs in quads/tris form (it was never 100% quads). But this should make it easier for rigging (Flynny! Redownload!) and for Disco Stu too. And anyone else who cares how their geometry is cut up!
Vrav: those colors remind me of Psychonauts characters. But why did you remove his armor?
Ha, must have been subconscious, been enjoying that game of late (Steam deal). Armour-removal was originally laziness, but then I decided he is the one who makes them... but I got a little carried away on the little workshop scene, so it became a personal project of its own; will make a thread soonish.
Tully and FirstKeeper are indeed amazing paintresses. Thanks MoP for the quad version!
Does anyone have a good set of photoshop brushes they could link me to? I'd like to give this a shot but I think I only have the stock brushes at the moment.
Thanks guys.
About of ventilator . It's a old mem from Nival there is Slipgatecentral works and he told me this story.
When Nival's team worked on Heroes Might and Magic V one fan from Poland wrote e-mail from all developers, nobody knew there is he found their e-mails, It was a true fan I guess. Sooo he wrote on english and used translator on this sentence for translated it on russian - "Guys, I'm your big fan". Translator made from fan russian word ventilator, that's mean fen or cooler on russian. Since if we want to say - <I'm your big fan> we'll say for fun <I'm your big ventilator>.
Tully - that's great, I really did't know about of greatest girl power here , couse I'm newbie on this forum.
I want to show tutor by Slipgatecentral "Projection texturing": http://vimeo.com/5820395 http://vimeo.com/5821890
I use this technic too with programs - 3d max, Photoshop and Deep Paint. Maybe It'll be usefull for somebody who want to know how make handpaint textures this way.
OK, I've updated the .ZIP file now with the OBJs in quads/tris form (it was never 100% quads). But this should make it easier for rigging (Flynny! Redownload!) and for Disco Stu too. And anyone else who cares how their geometry is cut up!
You sir are awesome ;D I will have him rigged and beatin the crap outta sumat this weekend I hope animating Lego characters nonestop brings out my violent side ^^
Again great progress everyone! Some seriously amazing work going on
Its amazing what difference a paint job will make.
I have a question, how do you guys know what to paint where? Do you have the model open in a 3D package and then flick between the two or do you do something else?
In fact do you guys have any tips, or a workflow approach for a potential neophyte texturers?
Calabi: I personally have PS and Max open, and have an action set up that 1: hides my UV layer, 2: saves out a .tga file 3: shows my UV layer. after hitting the hotkey assigned to the action (F9 in my case) I hit alt+tab and click the middle mouse button somewhere in the 3d view and the texture updates. works wonders .
Oh and the UV-layout is pretty straight forward and logical in this case.
PS: if anybody could tell me how to make my action check if the UV layer is hidden before turning it back on (so that it only turns back on when it was on before) I'd be an instant fan! .
There are some really stunning textures in here. Great work, Vrav, Tully, RavenSlayer, FirstKeeper and Arsh.
I might give this dude a go once I've finished with my Pawn entry
whatever way works for you I guess. I just blob colour around and hope it works. That is where my lack of understanding when it comes to painting really shows up. I should really focus on value (black n white) first because if you get that right then its all downhill from there.
I'm pretty sure Mop, Tully, and Arsh go full color. The dodge/burn overlay technique was all the rage around the q3-ut time as it made teamcolor variants really easy, but you don't get the same quality or control that you do with an actual color painting all the way. You can of course use that greyscale technique then gradient map a copy of it to get good variation.
Good looking shadows and highlights have hue shift and not just value shift, and you don't get that from a gray overlay.
Not sure if anyone is interested, but since we're on the topic, I...
- mixed some biased AO (goblin standing on a plane) with MoP's included ambient
- applied a gradient map as adjustment layer (to mask non-skin stuff)
- blob colour variation/tests in an overlay layer
- paint atop using opaque colour
here's a psd (half-res for bandwidth purposes) showing how messy my methods are; I would really like to be able to paint out shapes directly on the model, but blender wasn't cooperating and I don't have anything else. Also, you can see I didn't actually paint anything but the face; everything else is just AO + overlay tinted, shaded.
I have seen that page on walrus' site; it is a nice order of operations, and painting in greyscale is great for placing values accurately, but the final can look a bit greyish; in that case, I would still use the gradient map / overlay combo as a base.
As Vailias said, I find it harder to get nice colour variation when doing the greyscale overlay method - you end up painting everything twice, once for value and once for colour, which seems like a waste of time to me.
I always paint in full-colour, I generally have one layer per "material type" (in this case I only have about 6 main layers), then later I'll add a couple of photosourced layers as Overlay or Soft Light to blend some generic noise or detail into there that I'm too lazy to paint
I have layer masks for all the main layers so I can't go into areas that I don't want, and I use Clipping Mask grouping for the overlay layers to make sure they only affect the layers they're covering.
Replies
Tully your my hero man, this is fucking GREAT! you have to put your flats up when your done!!
Been having a play and so far done a rough pass of the head and arms but not happy enough with it to show off quite yet.
Try to do something too (carrots eater), like this mesh and UW mapping:
FirstKeeper: Hey, great texture! I love your work, very happy to see you do something for one of my models
Everybody thinks Tully's a dude^^
come on I know it's difficult to understand hehe...
Haha firstkeeper! You're a ventilator ^^
Love that orange skin! So cool!
damn, I feel outgendered...
haha
What about an untriangulated version for those of us prefer to get ao maps from a sculpt? If such a version exists.
Anyways ill keep trying to handpaint a bit longer ^^.
What softwares are you guys and gals using?
Hazardous: Yeah! Get Anuxinamoon painting it, then we'll have more girls in this thread than there are in the WHOLE INTARNET¬!!!1
What can I say, the ladies love a good goblin.
thanks again man, I'm going to work on my version a bit more tomorrow.
Ha, must have been subconscious, been enjoying that game of late (Steam deal). Armour-removal was originally laziness, but then I decided he is the one who makes them... but I got a little carried away on the little workshop scene, so it became a personal project of its own; will make a thread soonish.
Tully and FirstKeeper are indeed amazing paintresses. Thanks MoP for the quad version!
willy-wilson: that looks cool, keep at it.
Love the work girls I am getting busy on a texture myself and I am really enjoying this little guy.
edit: fixed gloves
About of ventilator . It's a old mem from Nival there is Slipgatecentral works and he told me this story.
When Nival's team worked on Heroes Might and Magic V one fan from Poland wrote e-mail from all developers, nobody knew there is he found their e-mails, It was a true fan I guess. Sooo he wrote on english and used translator on this sentence for translated it on russian - "Guys, I'm your big fan". Translator made from fan russian word ventilator, that's mean fen or cooler on russian. Since if we want to say - <I'm your big fan> we'll say for fun <I'm your big ventilator>.
Tully - that's great, I really did't know about of greatest girl power here , couse I'm newbie on this forum.
I want to show tutor by Slipgatecentral "Projection texturing":
http://vimeo.com/5820395
http://vimeo.com/5821890
I use this technic too with programs - 3d max, Photoshop and Deep Paint. Maybe It'll be usefull for somebody who want to know how make handpaint textures this way.
That ventilator story is epic! hahaha Troy and I couldn't stop laughing! xD
My attempt. MoP; beautiful texture map, beautiful model
You sir are awesome ;D I will have him rigged and beatin the crap outta sumat this weekend I hope animating Lego characters nonestop brings out my violent side ^^
Again great progress everyone! Some seriously amazing work going on
I have a question, how do you guys know what to paint where? Do you have the model open in a 3D package and then flick between the two or do you do something else?
In fact do you guys have any tips, or a workflow approach for a potential neophyte texturers?
Oh and the UV-layout is pretty straight forward and logical in this case.
PS: if anybody could tell me how to make my action check if the UV layer is hidden before turning it back on (so that it only turns back on when it was on before) I'd be an instant fan! .
I second this.
I downloaded the files...and man...you guys are making it look waaay to easy. I didn't even how or where to begin.
...I've never done this before so that might be my problem.
This looks like a blast... I just may have to try my hand at it
I might give this dude a go once I've finished with my Pawn entry
Re-using a few parts of my original texture that I liked.
are guys using this technique?
The black and white overlay layer?
Or going full color?
I'm pretty sure Mop, Tully, and Arsh go full color. The dodge/burn overlay technique was all the rage around the q3-ut time as it made teamcolor variants really easy, but you don't get the same quality or control that you do with an actual color painting all the way. You can of course use that greyscale technique then gradient map a copy of it to get good variation.
Good looking shadows and highlights have hue shift and not just value shift, and you don't get that from a gray overlay.
Also:
I Used this model for a photoshop 3d painting tutorial I just made tonight. Haven't finished or really even started on the texture, but its a video tut I've been meaning to get to.
part 1
http://www.dailymotion.com/video/xc6r8r_photoshop-cs4-3d-texturing-tutorial_creation
part 2
http://www.dailymotion.com/video/xc6r9m_photoshop-cs4-3d-texturing-tutorial_creation
Thanks for the awesome model MOP.
- mixed some biased AO (goblin standing on a plane) with MoP's included ambient
- applied a gradient map as adjustment layer (to mask non-skin stuff)
- blob colour variation/tests in an overlay layer
- paint atop using opaque colour
here's a psd (half-res for bandwidth purposes) showing how messy my methods are; I would really like to be able to paint out shapes directly on the model, but blender wasn't cooperating and I don't have anything else. Also, you can see I didn't actually paint anything but the face; everything else is just AO + overlay tinted, shaded.
I have seen that page on walrus' site; it is a nice order of operations, and painting in greyscale is great for placing values accurately, but the final can look a bit greyish; in that case, I would still use the gradient map / overlay combo as a base.
I always paint in full-colour, I generally have one layer per "material type" (in this case I only have about 6 main layers), then later I'll add a couple of photosourced layers as Overlay or Soft Light to blend some generic noise or detail into there that I'm too lazy to paint
I have layer masks for all the main layers so I can't go into areas that I don't want, and I use Clipping Mask grouping for the overlay layers to make sure they only affect the layers they're covering.