Greetings!
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Original Post:
I'm a programmer and I'm looking to broaden my skillset a bit.
I have this fantasy middle eastern thing going on here and I like your feedback on it.
I would love some paint-overs and the like.
Thing I'm not happy with: sand & palm tree
Replies
I forgot to mention my max texture size is 256x256.
I'm planning to put some pottery and wicker baskets there, so it should be less empty.
Here's my first iteration on the screen things.
If you need any close ups, just ask
Well this is supposed to be something for an assignment (for school). But I'm planned to use it in a Final Fantasy style retro RPG. The targeted platform might not be PC.
I'm not too sure about viewing angles really. We'll see.
On the topic of texture downsizing, my 'mentor' (Mighty Pea), who is around here somewhere, said it's taboo
If I had to come up with a crit I would say each object has its own unique color pallet, it would help to unify them a little more. Kick some dust into some colors. This can be kind of tricky when painting on isolated UV shells. Lately I've really gotten into using Viewport Canvas in 3dsmax, its crazy fun to paint on the model and helps unify things like this a little easier.
Here's a paint over that hopefully shows what I'm trying to say.
About texture resizing... Ben Mathis has a quick write up on his views, might be worth reading before you "always" start working one way or another. http://www.poopinmymouth.com/tutorial/resize.htm
I tend to fall in the "paint at res crowd" most of the time. But there are times when you're not sure if things will be down-resed later to save space so I make sure to keep that in mind that whatever I'm working on could get wacked later on. Stay away form tiny 1px lines on a 1024px map, try to keep lines straight and not angled or aliased.
Basically paint at res but do it in a way that won't screw you over if things have to go smaller since that call isn't always ours to make.
What! That Viewport Canvas feature is really cool, I might try using that.
Now about the different color pallets: What is the best way to edit all my textures in photoshop? Because it is quite hard to manage all the different props when they are in different files.
i stand corrected. XD
In the end whatever makes pretty art
That's always a hard balancing act, normally I'll pop them all up in photoshop and use adjustment layers "hue/sat & brightness contrast" to do some color correction. Another cool feature of Viewport Canvas is that it similar tools these adjustment tools in the Layers menu.
The weird thing is that a lot of games don't bother to do this kind of correction until everything is in the engine and they do it with post processing effects. When it happens too much players complain "where did my colors go!" or "Everything is brown!". So its sometimes better if artists balance things out on their own instead of a post filter effect. Of course if the game doesn't have advanced post effects then its all on the artists to tow that line.
Either way it seems to be kind of the same process, try to match it when painting, then correct everything to make it all gell.
There's something wrong with my cushions :S
Edit: I think i'm going to keep my current colour pallets and maybe change them later (near the end of the project).
I think the base texture on your house is too realistic for hand painted look. I suggest adding some of the sand color to the bottom of wall and barrels and doors as well to blend them in.
I would darken the red of your cloth to more of a magenta.
You really need to fix the alpha on your leaves. I would also add some more geometry to them.
Square windows are boring. Try mimicing some of the middle eastern shapes from the doorway. I also think your windows are too high up, and the height of the house overall is too short, based on the height of the doorway.
Needs more interesting shapes, colors. Since this is a hand painted scene, don't be afraid to play with the silhouettes of your building. Exaggerate elements, rotate some things, just so everything isn't all at 90 degree angles.
I'm not too sure how to get my wall texture more "cartoony" I've been looking at Aladdin and this is what I came up with.
A stone wall is no problem to paint for me, but sandstone is quite difficult. I know the current texture is to noisy, but I honestly don't know how to make it better. Help?
I agree about the windows, they need to change.
The idea is that this house is a small warehouse (when the inside is finished I'll show that) so the're are going to be more pots, crates and baskets cluttered in and around the scene.
Perhaps this paintover will help you out. I didn't do anything fancy, just used the standard hard round brush with spacing set to 1%, its opacity set to pen pressure, and every other feature turned off. My painting could use more loving to get the feel better, but the idea is to build up the texture with three colours (purple-brown, orange-brown, and a light brown) starting with a large brush (think 1/5 the size of one of the walls) while trying to vary the darks/lights a little bit. Once I had a nice base, on a new layer I began adding blotches of darks and lights with a slightly smaller brush and kept overlapping the different tones until it started to blend and I had a bit of variation going. When I had that down, on another layer I painted even smaller blotches to break up the medium details and also started paiting tiny specs to further break up the medium and smaller details. I also went in with the eraser tool at times and erased parts of the smaller blotches to get some hard edges as well for some nice contrast. Adding a few dabs of very subtle blues, pinks, and oranges in the right places makes the texture pop as well.
I like it, keep it up.
Haha! Thank you!
Yes that's what I need, thanks! I'll update this thread as soon as possible to show you the update.
The inside of the building is also taking shape.
I really like the new walls (still needs more detail though).
Yes, I'm using a wacom bamboo. It does the job
Yeah, I noticed it too..
This is just a mini scene to place 15 different props on for an exam.
But these props are going to be used in a game I'm working on.
Added and fixed a lot of stuff:
I think you need to define the transition from plaster to brick a little more its looking a little fuzzy. Probably highlight the edge a bit and give it some subtle AO along the bricks to help account for the thickness of the plaster. Right now it looks a little too much like it was erased with a very soft brush set to a low opacity.
Yeah, I got that feedback from my friends too.
Next I'll show you the inside, I know the wall texture tiles a bit too obviously but that's on my todo list.
Thank you guys for all the feedback! I learn lots from it so keep it coming.