I wanted to have a go at doing a hand painted character. Though I have no experience in the hand painting department. I kinda know the theory, just I don't know the technique/execution, particularly in the blending area. Maybe you guys can enlighten me in the art of hand painting textures. Sooo....this should be fun :poly142:
I don't exactly have a concept but I'm thinking of making a "school girl samurai" or something of that sort. Also low-poly, 2322 tris at the moment.
The shoes are actually looking pretty terrible at the moment, so that's gotta be fixed, and I'm going to model a katana. Also nevermind the normals/shading errors, I can fix that but this is really going to be a flat lighting environment, so It shouldn't really matter.
Replies
I think you have too many divisions vertically and not enough horizontally on the legs. I personally wouldn't recommend collapsing the rings at the elbow/knees too. Your model isn't quite low poly enough to warrant trying to do that kind polygon saving compromise in my opinion.
Maybe her hair could use some more volume. Looks kind of flat.
Referring to this:
So I've added more rings to the legs, and the silhouette of the legs looks a bit smoother now. Modeled the sword and sheath, and UVed. Time to jump into painting now...for that I have no idea what I'm doing lol
I had to redo the face so many times till I found the right technique to use, and the right skin tone. Funny thing is I spent most of my time on the legs, but I still can't get it right for some reason >.<
The face isn't quite finished yet (need to work on the nose) but I'm quite proud of what I've done so far
Yea, I mean, it's definitely a nice technique for really low poly. I think at a certain point poly count you can't use it though, but maybe you're on the edge there and can go either way.
The painting is coming along pretty well so far. I think you'll find that you have to paint in a lot more lighting in the texture than you might initially think in order for it to read. Try adding some subtle gradients in value and hue across the large surfaces. It's those subtle changes that can help sell the scale and prevent things from looking small and toy-like.
The gif is a bit fast...oh well.