another WIP
need to:
-get rid of the obvious mirroring on the chin
-paint the arms (just a blockin for now)
-paint everything else
-revisit the eye texture
-recieve and incorporate all the new crits that i'm hopefully going to get now .
For those who've never tried this, a few tips for getting a nice base to paint over:
use layers set to overlay with the blend stuff (double-click a layer, the sliders on the bottom), one for shadows and one for highlights. This way you can quickly get a shadow-colour and a highlight colour going in your ambient-bake.
Use a gradient material-type in max and render-to-texture to get nice masks for colour-gradients. Having a colour-gradient go up the legs and from hands to shoulders for instance, really makes things pop.
I always save these masks as layers in a hidden folder in my psd, so I can grab them again later if I need them)
I also vote against the black/white dodge/burn way of working, by the way. As Mop mentioned, in the end I never found it to be faster, and I found myself working against it quite a lot. I do start with a black on white linesketch sometimes, though, if there are a lot of folds/tech/wrinkles.
regarding workflow, i go full color, mop already hit on this, i personally hate the black and white overlay look, and not big into painting things twice.
for this piece, i actually took it into zbrush and just divided 6 times with smooth off, and polypainted that. i really like painting in zbrush, using shift to blend, access to alphas and texture painting, i think it has a nice feel. from there you just export the texture.
I've done a lot of painting trying a lot of different techniques. Each workflow has its benefits, but I have felt that working in gray scale first can hurt if you don't use overlay layers properly. It does take a bit longer to "repaint" everything after doing it in gray scale.
If you're in a time crunch then do what's fastest, but if not, it won't hurt to test out different methods
Getting in on the action while its hot.
Taking him in a different direction than a standard goblin, and I may add in some geo later to help my idea really pop.
Mah first WIP. This is the first time I've ever tried painting in 3D... using Photoshop's 3D painting. It's really clunky, but I think in another version or two of Photoshop it will be great. Tried using BodyPaint for about an hour or two and had a difficult time getting over the interface.
vailias: I worked on a tucan texture for 15 minutes, and then decided that the model was too defined to make something like that work . You did a great job though!
I was waiting for someone to try something a little different! Interesting idea, Vailias... I thought about some ways of re-using the mesh in totally different ways but didn't think of that one
Haiasi: Nice start, good sharp texture there, and I like the blues in the shadows.
Japhir: I was worried it wouldn't work at first, but then I just painted on through and rolled with it. I figured if this is to be presented in a unlit diffuse format my major constraint is silhouette, so feathering should actually work, plus I'll add in some strategically placed and textured alpha planes once the main texture is done and can make this guy really birdlike.
Mop: Glad to be original. I love doing that with SDK's. Try and take it in a wierd or at least unexpected direction. Not always successful.
Also more progress:
Taking a break for now, have other assets to build and need a change of pace. However I have been recoding this texturing progress, both as a support/addition to those photoshop tutorials I posted, and as ye olde workflow review.
Links for the interested: Part 1 Part 2
Too bad youtube has time limits or I could just embed them here.
Haiasi: I broke up the OBJ mop supplied into separate objects by element in 3ds max first, then re exported as a .3ds
Photoshop respects each separate object in a single 3ds file as its own mesh in the 3d layer. You can then turn them on and off with a visibility box just like you find in 2d layers.
There is some very interesting work in here, very good work. But, the version that Tully made is such an inspiration! Are you almost done Tully? I can't wait!
Cybroxide, that looks promising. An ice version would be very interesting.
Tully's is my favorite so far, great style. Did you use angular brushes for a base? The texture feels very painterly, yet seems almost tangible. Great choice of colors, too.
Thanks for the SDK, MoP! I like the pictsie.
Did just the face. I might continue, but quite honestly I'm probably to lazy for that.
2048er resolution right now.
Cybroxide, that looks promising. An ice version would be very interesting.
Tully's is my favorite so far, great style. Did you use angular brushes for a base? The texture feels very painterly, yet seems almost tangible. Great choice of colors, too.
Thanks for the SDK, MoP! I like the pictsie.
Did just the face. I might continue, but quite honestly I'm probably to lazy for that.
2048er resolution right now.
At first I was like... what's that thing on his nose? ... oh,... OHHH!
Here is my progress so far, I'm not used to hand-painting textures at all. My 2d-skills suck, but I've spent some time getting some stuff right at least.
Haha, that would cross the line between a cheap joke and being really gross in my book.
But feel free to try it yourself.
@chrisradsby: That is coming along very nicely. Perhaps a bit more specular on the skin if you didn't plan that for a later pass?
@Japhir: I paintet it into the texture of the eyes, wouldn't really work if they were animated. (Same goes for the strong light on the back of his head. )
@Noren Well I've just focused on the head, I'll soon start filling the rest of the things with basecolors. I guess everyones just going with a diffusemap for this one right?
When I imported the 3DS file into Photoshop, I noticed that it didn't retain smoothing groups. There are hard and soft edges in weird places. I checked your video and saw that you had the same issue.
Anyone know how to get around this?
Edit: I just separated the pieces and exported multiple OBJs and brought them in as different "3D layers." That allows me to paint with some objects hidden while eliminating the faceting issue of the 3DS file.
Cybroxide, that looks promising. An ice version would be very interesting.
Tully's is my favorite so far, great style. Did you use angular brushes for a base? The texture feels very painterly, yet seems almost tangible. Great choice of colors, too.
Thanks for the SDK, MoP! I like the pictsie.
Did just the face. I might continue, but quite honestly I'm probably to lazy for that.
2048er resolution right now.
When I imported the 3DS file into Photoshop, I noticed that it didn't retain smoothing groups. There are hard and soft edges in weird places. I checked your video and saw that you had the same issue.
Anyone know how to get around this?
Edit: I just separated the pieces and exported multiple OBJs and brought them in as different "3D layers." That allows me to paint with some objects hidden while eliminating the faceting issue of the 3DS file.
That works, I just deal with it/dont notice enough to care.
walknTalknMonkey: Nice one! I really like the design you are going for there - very evil and gothy. It'd be cool to see it really polished up when you get some more free time
messin around, havin some fun. Was failing miserably at his face, decided to try somethin else to warm back up. I'm so spoiled from normal maps been soo soo sooooo long, out of shape!! ahhhh. Would like to finish this guy, hopefully it doesnt take me 10 years.
yeah i did.... its been so long though i keep failing and was getting discouraged
Plan is now: flesh out values, work in the colors, then go over it all with color again flat (work more variation in, shifts, brush strokes etc). Already about 1/2 way done on the torso, having fun now, cookin with gasoline! ararararrararr
Ill try to work the face shoulder back in, maybe on the asymmetrical bit - makes mo' sense there.
Replies
Awesome Goblin MoP
This thread is fantastic...nice work everyone!
need to:
-get rid of the obvious mirroring on the chin
-paint the arms (just a blockin for now)
-paint everything else
-revisit the eye texture
-recieve and incorporate all the new crits that i'm hopefully going to get now .
use layers set to overlay with the blend stuff (double-click a layer, the sliders on the bottom), one for shadows and one for highlights. This way you can quickly get a shadow-colour and a highlight colour going in your ambient-bake.
Use a gradient material-type in max and render-to-texture to get nice masks for colour-gradients. Having a colour-gradient go up the legs and from hands to shoulders for instance, really makes things pop.
I always save these masks as layers in a hidden folder in my psd, so I can grab them again later if I need them)
I also vote against the black/white dodge/burn way of working, by the way. As Mop mentioned, in the end I never found it to be faster, and I found myself working against it quite a lot. I do start with a black on white linesketch sometimes, though, if there are a lot of folds/tech/wrinkles.
Really nice stuff so far, from everyone.
I'm starting my own. I think I might make him all icy.
for this piece, i actually took it into zbrush and just divided 6 times with smooth off, and polypainted that. i really like painting in zbrush, using shift to blend, access to alphas and texture painting, i think it has a nice feel. from there you just export the texture.
If you're in a time crunch then do what's fastest, but if not, it won't hurt to test out different methods
Taking him in a different direction than a standard goblin, and I may add in some geo later to help my idea really pop.
Haiasi: Nice start, good sharp texture there, and I like the blues in the shadows.
Mop: Glad to be original. I love doing that with SDK's. Try and take it in a wierd or at least unexpected direction. Not always successful.
Also more progress:
Taking a break for now, have other assets to build and need a change of pace. However I have been recoding this texturing progress, both as a support/addition to those photoshop tutorials I posted, and as ye olde workflow review.
Links for the interested:
Part 1
Part 2
Too bad youtube has time limits or I could just embed them here.
Photoshop respects each separate object in a single 3ds file as its own mesh in the 3d layer. You can then turn them on and off with a visibility box just like you find in 2d layers.
Cybroxide, that looks promising. An ice version would be very interesting.
Tully's is my favorite so far, great style. Did you use angular brushes for a base? The texture feels very painterly, yet seems almost tangible. Great choice of colors, too.
Thanks for the SDK, MoP! I like the pictsie.
Did just the face. I might continue, but quite honestly I'm probably to lazy for that.
2048er resolution right now.
At first I was like... what's that thing on his nose? ... oh,... OHHH!
oh my! So good!
ninja update
Here is my progress so far, I'm not used to hand-painting textures at all. My 2d-skills suck, but I've spent some time getting some stuff right at least.
But feel free to try it yourself.
@chrisradsby: That is coming along very nicely. Perhaps a bit more specular on the skin if you didn't plan that for a later pass?
@Japhir: I paintet it into the texture of the eyes, wouldn't really work if they were animated. (Same goes for the strong light on the back of his head. )
Anyone know how to get around this?
Edit: I just separated the pieces and exported multiple OBJs and brought them in as different "3D layers." That allows me to paint with some objects hidden while eliminating the faceting issue of the 3DS file.
@ chrisradsby: Sorry, what I meant was to paint more highlights into the diffuse not a separate specular map.
This needs to drive the penis tank!
Always a goblin there, keeping it ready to shoot O.o
I dont really have much time to spend on mine, so I think I'll consider it done for now
1024x768 tex:
Had fun working with your model MoP.
That works, I just deal with it/dont notice enough to care.
messin around, havin some fun. Was failing miserably at his face, decided to try somethin else to warm back up. I'm so spoiled from normal maps been soo soo sooooo long, out of shape!! ahhhh. Would like to finish this guy, hopefully it doesnt take me 10 years.
It's good to be back.
decided to simplify stuff some, was too busy where it didnt need to be.
arg, but u've covered the shoulder face. it was so cool
it'll be interesting watching u color this. didnt u use to work full-color?
Plan is now: flesh out values, work in the colors, then go over it all with color again flat (work more variation in, shifts, brush strokes etc). Already about 1/2 way done on the torso, having fun now, cookin with gasoline! ararararrararr
Ill try to work the face shoulder back in, maybe on the asymmetrical bit - makes mo' sense there.