@moose: This looks very promising. I liked the face on his shoulder, too. Perhaps a second skin completely in that design if you have the time? That would be awesome.
i've been having a go at this to christen my new intuos 4
i have not done one of these - a handpainted character texture - for literally years. Slow and rusty as hell, good fun though and the new wacom is ace. I've got a free weekend, hey i may even finish it. (yeah)
thanks everyone!! The comments are really propelling me forward to finish this guy and rock shop haha, forgot how much fun this stuff is! we need bi-weekly sdks!
Had a few hours before its 100-parties-to-attend day. Workin belts now, but didnt have time to assemble a shot.
Mop: hehe, yeah - its been so long that i just wasn't feeling comfortable and failing over and over. Decided to get back into it this way, but i keep having to stop myself from going into the color land for consistency
bill: gogogogogogogo
noren: thanks mang, yeah - i was a little sad to cover it up, ill try to work it in if it fits!
Anux: thanks!! The sharpness comes from lots of 1px brushing and trying to keep a steady hand I will run an Unsharp filter on it as well once i scale it to 512. These shots are all 1024, so they're super crispy with the unsharp. here is a piece of the flat (dont want to post the entire thing til its done!). I alternate between the antialiased and aliased brushes in photoshop for tight edges and corners, and lots of pixel massagin. I also use a lot of the polygonal lasso tool, rectangular, and circle selection tools to get perfect selections and areas. after that, its a lot of addition and subtraction of shapes with different values.
Haiasi: dig that chain mail!! It definitely gives him a cool look there, and plays off the shirt well! Could maybe try to work some more variation into the flesh, like the undersides of the arm as a pale-er green/yellow (whitish), and maybe some spots bleeding that black on the fingers up the arm. Could add some slight color variation in the face, going cool-warm-cool from forehead to chin.
WalknTalknMonkey : Looks like a great start, but the flesh looks a little blown out with all the white. Could maybe stand a bit of a darker value shift.
If I did this, would I be allowed to use my texture in my demo reel? I tried sending this question to you in a private message, but it wouldn't let me. :]
And if you have any models that you would let me use, please let me know.
Rikkustarr: While I would think some of the textures being painted in this thread could help land one a job working on handpainted organic textures (moose), a major component of the final look (the AO bake) was made by MoP and it could cause some confusion about how much of the detail was there to begin with and how much is your own work. I, of course, can't speak for him or any potential employers, but the vibe I get is that this is more for practicing your handpainting skills.
Just my two cents.
Also I'm really thinking of joining in on this to up my texturing game, but I've got to think of something original first.
If I did this, would I be allowed to use my texture in my demo reel? I tried sending this question to you in a private message, but it wouldn't let me. :]
And if you have any models that you would let me use, please let me know.
Thank you!
A lot of folks used to do this. As a rule of thumb, you should contact the artist and let them know you'd like to use it as a show piece - as well as clearly indicating on the sheet that you did not create the model. To reinforce your abilities to texture, you could also texture it 3-4 times, with each being a different representation of the model, showing your diversity in designs and ability to change a low poly mesh into multiple things (efficiency).
In "the days old," this was much more common, as may people would post SDK threads, and the community would texture them. Recently, with the upsurge of high poly modelling and normal maps, this has dwindled off, as the design is handled by the modeller instead of a texture artist creating their creative take on the model.
You could peruse THIS THREAD for other user's SDKs if you're looking for more practice.
A lot of folks used to do this. As a rule of thumb, you should contact the artist and let them know you'd like to use it as a show piece - as well as clearly indicating on the sheet that you did not create the model. To reinforce your abilities to texture, you could also texture it 3-4 times, with each being a different representation of the model, showing your diversity in designs and ability to change a low poly mesh into multiple things (efficiency).
In "the days old," this was much more common, as may people would post SDK threads, and the community would texture them. Recently, with the upsurge of high poly modelling and normal maps, this has dwindled off, as the design is handled by the modeller instead of a texture artist creating their creative take on the model.
You could peruse THIS THREAD for other user's SDKs if you're looking for more practice.
/agree with everything said.
I did use some of peeps SDK models on my site once upon a time. Go for it! Just make sure that you have the permission of said modeler to host it.
@Moose: Totally diggin the work man, very badass. I use to work in greyscale before I went to the color, but on this I stuck strictly to color.
@Noren: Thanks man, it's a great model, and I haven't done a character in about a year or so.
I asked MoP and he approved of me using it. Same as moose said, always ask the original artist. You should still PM him and ask him even though he approved of me using it.
Hi, Everyone! My name is Daniel, I've been a long time lurker (Shame on me) but now I decided to join this great community and participate in this fun stuff!
Still WIP, and Its my first Painted attempt in a 3D model, (I only used to do normal mapped stuff. =P)
Absolutely diggin this spug... great colors.. and you have that "chiseled" approach that i've come to covet of exceptional texture artists.. very fun man.. keep it up
Hi, Everyone! My name is Daniel, I've been a long time lurker (Shame on me) but now I decided to join this great community and participate in this fun stuff!
Still WIP, and Its my first Painted attempt in a 3D model, (I only used to do normal mapped stuff. =P)
Glad to see some spanish people here, Good work! (Buen comienzo ) Nice start
Very cool Haiasi - I had to try it on the model just to see it up close - really love the detail on the skin, especially the goblin liver spots lol!
A quick question - back in the halcyon days of UT when I used a program call UTSkinmaker to preview the textures on the models, it rendered then with no filtering etc, and though I set the viewports to show the highest bitmap/mipmap size , it's still looking fuzzy, is there a way to force it to the full texture res?
For example, I'll save the PSD with the UVW layer on, but it'll just show as 4 pixel dots, as if the texture was a hastily scaled down 128^2px mipmap, instead of the 1024^2px goodness.
That looks great Inkfish it has a real paint look in it!
I just see that you could clean some minor spots, like a zone in the ear and maybe make the spike of the shield more in tone with the rest, but this is like i said just minor stuff, great job
The zone in the ear is a missing piece of geometry, didn't want to mess with that so i wouldn't mess up the UVs. Good point on the spike, i noodled with it a bit more
Here's the result, thanks again for a great SDK MoP, it was fun
JohnnySix: I don't know the answer to that. It comes up fuzzy for me as well, that's why I brought mine into Marmoset.
Hmmm - it seems okay in renders, but yeah, once it's more 'finished' looking, I'll stick it in Marmoset. Shame 'cos I love the 'move camera - texture updates' thing in max.
Update on mine, just gettin the base colors down then i'm going to go back in and grunge him up, and give him a little more variation. Def still a Wip.
Replies
@moose: This looks very promising. I liked the face on his shoulder, too. Perhaps a second skin completely in that design if you have the time? That would be awesome.
i have not done one of these - a handpainted character texture - for literally years. Slow and rusty as hell, good fun though and the new wacom is ace. I've got a free weekend, hey i may even finish it. (yeah)
danr: nice to see you doing this, red skin is working well - cool detail around the eye too. definitely do more if it remains fun
b1ll: yes! you can probably do something in 30 minutes that's better than mine
Had a few hours before its 100-parties-to-attend day. Workin belts now, but didnt have time to assemble a shot.
Mop: hehe, yeah - its been so long that i just wasn't feeling comfortable and failing over and over. Decided to get back into it this way, but i keep having to stop myself from going into the color land for consistency
bill: gogogogogogogo
noren: thanks mang, yeah - i was a little sad to cover it up, ill try to work it in if it fits!
danr: love the eyes
anux & hazard: you guys sustain me
What a thread... just like old times
please keep going and finish the textrue on this SDK.
kthknzbie
The best thing is, even without colour I can tell the difference in the materials. This will look insane when its finished!
Just looking for crits with what I have so far.
Anux: thanks!! The sharpness comes from lots of 1px brushing and trying to keep a steady hand I will run an Unsharp filter on it as well once i scale it to 512. These shots are all 1024, so they're super crispy with the unsharp. here is a piece of the flat (dont want to post the entire thing til its done!). I alternate between the antialiased and aliased brushes in photoshop for tight edges and corners, and lots of pixel massagin. I also use a lot of the polygonal lasso tool, rectangular, and circle selection tools to get perfect selections and areas. after that, its a lot of addition and subtraction of shapes with different values.
Haiasi: dig that chain mail!! It definitely gives him a cool look there, and plays off the shirt well! Could maybe try to work some more variation into the flesh, like the undersides of the arm as a pale-er green/yellow (whitish), and maybe some spots bleeding that black on the fingers up the arm. Could add some slight color variation in the face, going cool-warm-cool from forehead to chin.
-Woog
And if you have any models that you would let me use, please let me know.
Thank you!
Just my two cents.
Also I'm really thinking of joining in on this to up my texturing game, but I've got to think of something original first.
A lot of folks used to do this. As a rule of thumb, you should contact the artist and let them know you'd like to use it as a show piece - as well as clearly indicating on the sheet that you did not create the model. To reinforce your abilities to texture, you could also texture it 3-4 times, with each being a different representation of the model, showing your diversity in designs and ability to change a low poly mesh into multiple things (efficiency).
In "the days old," this was much more common, as may people would post SDK threads, and the community would texture them. Recently, with the upsurge of high poly modelling and normal maps, this has dwindled off, as the design is handled by the modeller instead of a texture artist creating their creative take on the model.
You could peruse THIS THREAD for other user's SDKs if you're looking for more practice.
/agree with everything said.
I did use some of peeps SDK models on my site once upon a time. Go for it! Just make sure that you have the permission of said modeler to host it.
@Moose: Totally diggin the work man, very badass. I use to work in greyscale before I went to the color, but on this I stuck strictly to color.
@Noren: Thanks man, it's a great model, and I haven't done a character in about a year or so.
Updatez: Meh, my anatomy blows.
Still WIP, and Its my first Painted attempt in a 3D model, (I only used to do normal mapped stuff. =P)
Update, Armor TIME:
Glad to see some spanish people here, Good work! (Buen comienzo ) Nice start
Im Enjoying this, thanks for the model! ^^
Thanks again, MoP!
Textured entirely in Photoshop CS4, adjustment to normals in Maya, final renders in Marmoset.
Lit
Unlit
1024x2 Diffuse Texture
I should give a try to PS CS4, im still using CS3.
A quick question - back in the halcyon days of UT when I used a program call UTSkinmaker to preview the textures on the models, it rendered then with no filtering etc, and though I set the viewports to show the highest bitmap/mipmap size , it's still looking fuzzy, is there a way to force it to the full texture res?
For example, I'll save the PSD with the UVW layer on, but it'll just show as 4 pixel dots, as if the texture was a hastily scaled down 128^2px mipmap, instead of the 1024^2px goodness.
Managed an eye.
Here's my wip (first time had painting textures, so c&c is really welcome)
I just see that you could clean some minor spots, like a zone in the ear and maybe make the spike of the shield more in tone with the rest, but this is like i said just minor stuff, great job
The zone in the ear is a missing piece of geometry, didn't want to mess with that so i wouldn't mess up the UVs. Good point on the spike, i noodled with it a bit more
Here's the result, thanks again for a great SDK MoP, it was fun
why are you quitting now? you're not even finished, keep going.
Hmmm - it seems okay in renders, but yeah, once it's more 'finished' looking, I'll stick it in Marmoset. Shame 'cos I love the 'move camera - texture updates' thing in max.
Got distracted and made a quick stone BG.
@BeatKitano: KEEP GOING!
Update on mine, just gettin the base colors down then i'm going to go back in and grunge him up, and give him a little more variation. Def still a Wip.