Hey everyone, so all my previous projects have been hyper-realistic. I want to go in a new direction and I've been doing tons of hand-painting over the last week or two (kinda new to it) and think I'm finally getting decent at it. So I'm going to start an environment based off these textures I've been doing that has a very distinct style to it. I'll be doing a lot of the "base" textures first and then modeling the scene around them.
So here are my textures so far.
"cobblestone/stone walkway"
"Reinforced Metal/Grating"
"Cloth/Banner" (Black area is alpha'd out and actually just present in the alpha channel in the real texture)
More to come, as always C&C is very welcome! Next up I'll be doing some wood. Then I'll probably create some stone/bricks myself similar to the above.
Edit: Just wanted to update with my shitty concept. If you want to know why it looks so bad it's because I haven't had much time to work on it. I may go back later and redo it when I'm finished with the scene
.
Replies
Really nice looking stuff, mind of I ask how long these took and also what brushes and techniques your using? I've been learning to hand paint as well over the past couple of weeks and I'm also looking to start a hand painted map for UDK. The textures are looking really sweet. I cant wait to see more.
Weakest one in my opinion is the reinforced metal, looks a bit too photoshoped and less whimsical. Too many obvious straight lines that don't have character. A lot of the lines pass straight over bevels and kill your sense of depth. You might consider using a touch of photo reference and use a combination of filters and hand painting to kick 'em up a notch.
This stuff is lookin' pro, keep it up.
Mathes: Yeah, I might go back in and change that a bit. It's hard because I want the cloth to maintain the pattern without looking too distorted, but I think I can push it just a tad more.
Crazyfingers: Thanks man you always give killer crits! The cobblestone is probably slightly too distracting for a floor you're right. On the metal are you referring to the scratches? I'm going to try to avoid photoreference and filters as much as possible.
Snake85027: Yeah I haven't cloned out the seams on the cobblestone yet, just got the stones to "align". I'll have to go back in and do that though.
Cholden: Thanks! Your tips were pro and definitley helped me a lot.
NoltaN: The time it takes for each one varies. I think for the most part I get 90% of the texture done in about 5-8 hours... then I spend 4-5 hours messing around with tiny little things like color correction, contrast, etc. to try to perfect it. The more you paint the faster you get.
I'm using a few custom brushes I made myself, other than that I am using basic round brushes. Technique is start with solid color/shapes. Add in slight color varition. Start defining edges. Then finaly go in and detail it. It's very similar to how you would approach an actual painting. I also should note that I gather quite a few real life references and other illustrations of the material I'm painting to make sure I'm keeping true to it. I often flip back and forth between my real life photo source, and the texture style source (bricks) when painting.
Thanks again everyone!
Other than that i'm a fan. I love hand painted textures- you're right, it really feels a lot like painting, and I can really lose myself in a painting. I think I might work on a scene myself sometime soon It would be pretty relaxing.
the structure on the wood is really a nice touch. what lets the texture down, imo are the nails. the should be darker and have some more visible shadows to them. and like mkandersson said, they are kinda randomly placed ^^
here's a possible reference picture i found. see how the nails go slightly into the wood instead of sticking out.
1) you don't get your feet bloody when walking barefoot
2) the wood ever so slightly bends inwards from the hammering shots
that's highly theoretical nonsense of course
keep up the great work !
Acumen I didn't see a link, and I think I know what you're talking about, but I wanted my nails to be a bit raised and not fully smashed into the wood.
meant this one:
http://www.istockphoto.com/file_thumbview_approve/5991154/2/istockphoto_5991154-three-nails-on-old-wood-plank-at-the-pier.jpg
I'm with everyone else and am really digging the style. Catches your eye quickly, it's clean and distinct.
I think you have made really good color choices and everything seems to work together. One thing that might need to be tweaked is the use of highlights. You have definitely chosen a direction for your lighting and been consistent with it but I think some of the highlights could be dulled. Your brightest brights occur too often and creates noise from far away. Less is more? This to me is most evident on the cobblestone walkway.
This is pretty nit picky and some might disagree but it's my 2 cents Keep it up man I'm excited to see more!
JD
It's a sort of "safe haven" in a dark spooky forest. Hopefully I'll have more updates to come soon. I think I'll actually start blocking everything in and modeling and then go back and finish up the texture work once I figure out exactly what materials I need.
However, I decided I want to model the interior of the inn as well. Things suddenly seem a bit trickier since I want to use that specific texturing method (not a texture sheet but rather tileable materials).
My first instinct is to create the outside as a separate object and use it as sort of "shell". Then create a separate mesh for the inside of the building. That way I could use a different material for the outside wall from the inside wall. What do you think?
edit:
also, that tower doesn't fit entirely with the rest of the scene. I mean everything is bent and curvy, and the tower just straight. seems wrong.
here's a paint over for the coble stone stuff:
Thanks Saiainoshi for the texture crit. I'll go back into those a little later and alter them some.
@Oniram - I'm unwrapping each object and making the UV's match the texture. So for each wooden plank I unwrapped it and lined up each side with a plank for the wood. Hope that makes sense.
Alright back to work on this, hope to have some additional updates soon!
I don't want to argue about this, but visiting this thread again made me realise what it is I think is wrong with these raytraced shadows. Hand-painted textures usually have that predefined light direction, and when raytraced shadows don't match already painted shadows it just seems wrong.
One suggestion I might add is on your wood plank texture. You have different planks joining up however the grain of the wood remains consistent straight across the division in planks. I guess its fantasy and the technique itself is amazing, but I think it might really pop more if the grain didnt line up so perfectly?
go go go!
I haven't had much time to work on this lately since I got a job I've been scrambling to move and get situated, so I only have some minor updates.
Here is a brick texture I'm working on (not quite finished but close).
and the WIP of some roof shingles: