Super excited for Diablo 3 and I've been in a hand painted mood lately so I figured I'd maybe try something in that style.
Here's the base of what I've got so far.
I think it's save to assume this is a little higher res than the props in game but I figured it's easier to pull back the res than add in. Right now the chests being mirrored in quarters to save some texture space on a 512.
C&C welcome, paint overs appreciated.
Replies
Gooing to get that occlusion in there next.
And yeah you definitely need an AO of some sort.
I feel like this fits a little better.
May be the final, I'm going to noodle around with some engraving ideas for the front of the lock and on the middle portion. On to the next prop!
The wood plank value variation is nice. I might scale that back some. Also on the planks add some depth to the separation areas. They blend together some.
Looking good otherwise.
Reduced the clouds, tweaked the high lights, painted in some AO and moving on to other statics for now. I've got almost the rest of the scene blocked out but for now just a close up.
There's a few proportion issues in comparison to the concept but it feels like it's all within reason. I'll know for sure once I get the roof on those support beams
i think you've destroyed the texture with the latest update. it looks way to 'color burnt' and lost a lot of the nice painting you had. the colors are clamped and yellow. the concept you just posted has an awesome soft palette. I would love to see you match it more.
metal still doesn't read as metal. it is too soft and i think some of the dings and scratches are too small. none of it reads from the desired camera distance you posted most recently.
there is nothing indicating how this chest was built or stays together. no bolts/rivets/nails in any of the metal, and the bottom corners i would expect some sort of corner piece to hold the metal strips, not dove-tailed corners of metal.
I can make some corner pieces and what not and add them into the texture. I've got a little more space to spare so that won't be a big deal.
Good feed back guys, I really appreciate it.
I just made the texture then cut up a plane so I could get the silhouette. Texture's very much WIP. I just wanted to get the basic shapes down so I could get the model started.
More to come later.
Lost some work, have to redo the wood paneled roof because I don't have internet at home and I couldn't sync with Drop box so I accidently overwrote the file. :poly122:
I can get that knocked out really quickly again anyways.
Let me know what you guys think!
I seperated the stones on the platform and I'll give them their own texture space instead of trying to get it to work with the tiling stone texture.
I'm trying to keep the props a little more detailed to contrast the tower but I'm not sold on it. Let me know what you guys think.
sorry for giant pics >_>
I forgot to post the ref shots I've been looking at before. Here's some I've been using to fit my stuff into a D3 kind of style.
http://www.beefjack.com/wp-content/uploads/2009/03/diablo-3.jpg (stone)
http://us.battle.net/d3/en/media/screenshots/?view#/dh-at-the-gates (wood)
http://us.battle.net/d3/en/media/screenshots/?view#/wizard-024 (wood)
http://us.battle.net/d3/en/media/screenshots/?view#/barb-009 (stone)
edit: paragraphs/bullet points are easier to read >_>
One small gripe I noticed on the center floor tiles is that it's lit like a wall texture (highlights from the top and shadows from the bottom) but it's a floor texture. You might want to tweak the texture out to incorporate that a bit.
An accent color (saturated blue, red, etc) on a tarp or flag would really help focus the eye.
It's looking real good though. Just curious to see how it'll read with lighting in the scene.
An idea to make it less flat would be to make an AO pass for the whole thing when you're done. Just make a new UV set and bake it all.
I will continue to follow this thread!
Good luck!
People kept talking about getting lights and stuff on it soooooooo?
I used the sky master material that comes with the UDK to generate the colors and everything else is built it. I'll probably swap out the clouds for something a bit more billowing or wispy.
The rock face is pretty Wippey and I haven't imported everything yet, I just wanted the big stuff in until I sort the rest of it all out.
I think you should fix the UVs of the top platform so that the tiling texture makes a bit more sense.
Other than that you're matching the concept well.
I'll bang out the lamp post of the top of the stairs, and some lamps to hang where the yellow light pools are and then I'll get back to texturing. C&C welcome as always.
Looking nice man. You need to add a splash of color asap.
The texture on your stairs needs work too.
Yeah I agree, the stairs are looking a little flat. Maybe If I add some wicked spikes could really seperate them from the tower. I might replace the skeleton in the concept with a statue of a fist with breast on it as well?
I had pretty much the entire tower finished and was working on setting it into an environment. I've been set back so far since I didn't have a recent enough back up that I've decided to move on to another small project. I'll post that up instead.
If they find my phone they said they'd give me a call to return it but that was almost 2 weeks ago now so it's probably not going to happen. I died a little inside when I realized how much work I'd lost.
Hammer silhouette looks good. Not sold on the color scheme yet though. Maybe darken up the wood.
On the hammer, maybe you could paint in some AO on the wood where the metal parts wrap around so they feel more attached?
Here's where I'm at currently. I chose this project because I needed practice painting metal. The woods really basic as well as the cloth handle. I'll start added more rust and scratches when I've gotten the edge quality and interior forms where they needs to be.
I'm a little unsure where to go with what I've got from here. I want to get as much life out of this as the concept by MEX. I love the colors used in all of the allods concept art.
Also, why are you laying out your UV's like that? Looks like all the littple spikes are practically the same and there also seems to be quite a bit of space left.
Seems to me that metal would have a lot more contrast/highlights. I do see some highlights on little edges but the light brown/yellow metal looks pretty dull. Maybe you could also try to lightly paint some blurred environment reflections?
I did the spikes like that so I could paint rust and scratches on them a little more unique.
Pretty much everything's a base material at the moment, like if it were brand new right off the machine floor. Trying to get the lighting the forms right at the moment. Once that's all in place I'll start adding in weathering details like rust, scratches and what ever else.
Mostly blocked out scene.
HP Wood I'm getting ready to back down and warp out for more interesting silhouette.
Modular Rock wall that I'm experimenting with a detect edge filter on the normal map to get edge highlights to make them pop harder. Needs refinement.
Nothing has a diffuse map and all the materials are just 50% greys with basic spec/power plugged in. Hoping to finish this scene by friday.
C&C welcome as always; as well as ideas to experiment with creating a stylized sculpt with diffuse.
More baking, placing, tweaking.