Haha, I say we make a multiplayer free for all game where everyone's a goblin and to log in you have to use your Polycount login and include your texture to be used in the game. ;P
I figured I might as well get them to contribute to one of my favourite topics! In the process making me feel bad about never having done a texture for this myself, oops.
Uneditable Poly: That'd be amazing! Too bad there isn't really a current game that these could be put in. Community efforts like Brunt for Q3 were absolutely amazing.
SanderDL: I gave a weeklong workshop on handpainted texturing, and this was their last assignment during that week.
I'll be grading these seperately, but it would be appreciated if you guys could also give some good feedback on these. Most of these guys & girls are Polycount-virgins, and forum-virgins in general I believe.
As a general criticism, I'd say quite a few of these ended up ignoring my 'no black & white for shading' advice, and a fair few of them could still use a lot more directional lighting.
very cool work, wish my uni had done such a fun exercise and had such proficient guest lecturers. MaesHanne I really like yours especially the lighting but it seems like there is an omnilight just in front of his face and somehow the light has failed to reach most of his body, if you could show this light with a little falloff on the rest of his body I think he will look even better.
Hi, I'm a Digital Arts and Entertainment student and I just finished my workshop week on creating hand painted textures.
For this assignement we had to make a 256x256 texture.
I made the other props earlier this week.
i need HALP! im using blender. i have my image png file saved, but do i really need to use the entire texture multiple times for each object of the goblin? I aplied the large texture to the main body, but do i also have to aplie the same entire texture separately on the uv coordinates of a small object like the eye? i think i should be able to use one texture for everything.
@tili I don't get it, because what i do now is this: i click on the object i want to texture, i go to edit mode, look at my uv coordinates, load in new image into the coordinates, and thus i apply the texture to the goblin. how am i supposed to use one material for them all? i did some settings where i planned the texture to be mapped with the uv coordinates, but it doesn't apply really.
Hey guys! new to the forum i think its actually my first post... but yeah just wanted to show a WIP of my Goblin... its the first hand painted texture I've ever done but i think its looking ok
here you go
I have never painted anything with photoshop before..
criticize it please, and give me advices...
forget about the gutty brain, for now....
can someone make a video of texturing this, even if it is timelapsed a bit.
addition: I have only used photoshop and blender, switching and saving killed most of the time of the work and made it boring, any good software to paint textures over the goblin directly?
Well, it's been far too long. Let's re-post something I have not finished in about 2 years, yeah? Finally finished my goblin, and put him to rest. Enjoy.
Been wanting to finish the texture I started on this guy, just kept procrastinating. Finally did it, and (mostly) finished it! Didn't do a shield or sword, not sure why... sigh
Looking great, Moose! The only thing I would do is maybe having some stronger top-down lighting and highlights on the metals, to really push the material definition.
Isn't it funny how this thread keeps coming back with new awesome stuff? This SDK is a true Polycount classic! :poly142:
thanks! Yeah, you're right demonprincess, would help define those surfaces a bit better. I tried here & there, and kept failing they weren't fitting stylistically with the rest of the shading/lighting, and kept taking them out or toning the highlights down. should have tried harder, but gave up! haha
Replies
Texture size --> 256²
(OLD:
http://i1026.photobucket.com/albums/y329/Thomas_Muys/GoblinScreenShot.jpg
)
edit :
UPDATED VERSION:
http://i1026.photobucket.com/albums/y329/Thomas_Muys/GoblinScreenShot02.png
256x256 texture
crits are more than welcome
edit: UPDATE!
I made a Scotchman!
It's was a really interesting workshop, and I learned a lot
256²
This model was the final excersice of the week
anyway here's my final texture
Uneditable Poly: That'd be amazing! Too bad there isn't really a current game that these could be put in. Community efforts like Brunt for Q3 were absolutely amazing.
SanderDL: I gave a weeklong workshop on handpainted texturing, and this was their last assignment during that week.
I'll be grading these seperately, but it would be appreciated if you guys could also give some good feedback on these. Most of these guys & girls are Polycount-virgins, and forum-virgins in general I believe.
As a general criticism, I'd say quite a few of these ended up ignoring my 'no black & white for shading' advice, and a fair few of them could still use a lot more directional lighting.
comments are welcome
For this assignement we had to make a 256x256 texture.
I made the other props earlier this week.
[IMG][/img]
But I liked to share my final version, and maybe get some comments on it.
Still plenty of clean up to be done but otherwise I'm calling it done.
Thanks MoP, this was thoroughly enjoyable ;]
*Just a fast render out of max with default light
My entry:
diffuse (100% size)
http://www.jedaith.yoyo.pl/goblin_tex2.jpg
here you go
criticize it please, and give me advices...
forget about the gutty brain, for now....
can someone make a video of texturing this, even if it is timelapsed a bit.
addition: I have only used photoshop and blender, switching and saving killed most of the time of the work and made it boring, any good software to paint textures over the goblin directly?
ps: texturing came out to be fun when I tried it.
http://shotgun-graphics.com/files/Goblin.rar
Slum: Thanks a lot, I def agree. There are parts of him that could def use more polish, but I wanted to call him done .
It was a nice workout, finished in a couple of hours, it was fun.
Been wanting to finish the texture I started on this guy, just kept procrastinating. Finally did it, and (mostly) finished it! Didn't do a shield or sword, not sure why... sigh
anywho, thanks again mop for the SDK, was fun.
Looking good, Moose. He's rocking those dreads!
Isn't it funny how this thread keeps coming back with new awesome stuff? This SDK is a true Polycount classic! :poly142:
the thread must continue!
[ame="http://www.youtube.com/watch?v=_0syIb1lWaY"]Goblin Texture Timelapse - YouTube[/ame]
My painted version