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Bastion: the Kid

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  • hathol
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    hathol polycounter lvl 6
    niefong wrote: »
    I dont think his UV is wonky. It looks like that because of generated padding for mip-mapping. It doesnt look like that because of painting on the model lol.

    what i meant was, when your painting directly on a texture like this, you dont need to worry too much about where the UV's are so you can just unwrap however. thinking about how i'd unwarp a character for easy texturing would be much different from the uv's here. or at least thats how it looks. any more insight into this technique is appreciated. i love this art style and want to learn as much about it as i can.
  • r_fletch_r
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    r_fletch_r polycounter lvl 9
    epic job. you really nailed it.
  • Nix
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    Nix polycounter lvl 13
    hathol wrote: »
    what i meant was, when your painting directly on a texture like this, you dont need to worry too much about where the UV's are so you can just unwrap however. thinking about how i'd unwarp a character for easy texturing would be much different from the uv's here. or at least thats how it looks. any more insight into this technique is appreciated. i love this art style and want to learn as much about it as i can.

    Yeah, the uvmap is prolly gonna end up different from this if you're not painting directly on the model, but in photoshop or something. I usually don't do that anyway, though. So many applications these days let you paint on the 3D model with increasingly advanced tools, anyway. So it's nice to be able to just optimize for texture space without worrying.

    Here's the uv map for reference. :)
    uvoverlay.png
  • hathol
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    hathol polycounter lvl 6
    sweet! so do you just do a smart unwrap for everything and then just start painting ontop? also i found it a bit difficult to see exactly where i'm painting when the scene has no lights and you get that vertex lit style. i was debating going into photoshop and making the uv's a separate layer so i can see where the breaks in my geometry is, otherwise i have problems getting my shadows correct especially because my plan is to have game ready models that are good from all angles. how do you overcome this?

    and thanks a lot, your art is inspiring and i love games that take this kind of stylistic approach, we need more of them forsure!
  • Andreas
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    Andreas polycounter lvl 11
    This was painted in Blender? Holy shit. How did you find the tool to use? Did you model it in Blender too?
  • Nix
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    Nix polycounter lvl 13
    hathol wrote: »
    sweet! so do you just do a smart unwrap for everything and then just start painting ontop? also i found it a bit difficult to see exactly where i'm painting when the scene has no lights and you get that vertex lit style. i was debating going into photoshop and making the uv's a separate layer so i can see where the breaks in my geometry is, otherwise i have problems getting my shadows correct especially because my plan is to have game ready models that are good from all angles. how do you overcome this?

    and thanks a lot, your art is inspiring and i love games that take this kind of stylistic approach, we need more of them forsure!

    Oh, I did actually spent quite some time uv mapping by hand, lol. Auto-unwraps never seem to come out right, at least for more complex models. It's just that I only have to worry about distortion, texture space and trying to minimize the amound of seams, not so much about whether or not the uv map will end up looking pretty. :P

    Difficulty to see where you're painting, you mean when painting in 3D? Well I know in Blender you can turn the wireframe overlay on and off, so you can see what you're doing. Then as your texture becomes more and more defined you won't need it anymore.

    I didn't quite understand what you were saying about getting the shadows correct. Overcome what?

    Oh and thanks. :)

    Andreas wrote: »
    This was painted in Blender? Holy shit. How did you find the tool to use? Did you model it in Blender too?

    Whaddya mean exactly how did I find it? And yeah, the modeling is blender too. :)
  • urgaffel
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    urgaffel polycounter lvl 17
    Oh joy, http://nikanoru.pimposity.com/ is blocked at work. Reason: Porn (wtf?)

    Saw the image on deviant art instead and it looks great, really nicely done. Captures the style perfectly :)
  • scottjrobertson
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    scottjrobertson polycounter lvl 12
    Xelan101 wrote: »
    Looks incredible. When I first scrolled down I though ok there's the concept.... oh wait oh dear god that's the textured model o.O I was certain it was just a screengrab of him from the game title screens. Fantastic work!

    I too thought this! Fantastic work OP
  • Callesw
    Really looks like the kid:)! Good job!
  • mayaman
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    mayaman polycounter lvl 10
    good job with the textures man! the style is beautiful
  • hathol
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    hathol polycounter lvl 6
    Nix wrote: »
    Oh, I did actually spent quite some time uv mapping by hand, lol. Auto-unwraps never seem to come out right, at least for more complex models. It's just that I only have to worry about distortion, texture space and trying to minimize the amound of seams, not so much about whether or not the uv map will end up looking pretty. :P

    Difficulty to see where you're painting, you mean when painting in 3D? Well I know in Blender you can turn the wireframe overlay on and off, so you can see what you're doing. Then as your texture becomes more and more defined you won't need it anymore.

    I didn't quite understand what you were saying about getting the shadows correct. Overcome what?

    Oh and thanks. :)




    Whaddya mean exactly how did I find it? And yeah, the modeling is blender too. :)

    you know.. i didnt even think to turn on the wireframe. thats actually what i was looking to do. about the shadows, i was just referring to being able to see where your light source is so you can accurately paint your highlights and shadows. the wireframe helps


    @Andreas the tool is called texture paint, you can see it in the same menu where you select object mode or edit mode theres another one called Texture Paint. if you have a tablet it auto sets some of the features like opacity to pressure. (i dont really know how you could think to paint like this without one ;) )
  • Funky Bunnies
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    Funky Bunnies polycounter lvl 17
    how'd i miss this

    this is sick as hell, Nix
  • Nix
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    Nix polycounter lvl 13
    Thanks all~
    urgaffel wrote: »
    Oh joy, http://nikanoru.pimposity.com/ is blocked at work. Reason: Porn (wtf?)

    Saw the image on deviant art instead and it looks great, really nicely done. Captures the style perfectly :)

    Oh no, they found my secret stash! lol but seriously, I'm guessing it's the domain name that's setting it off? It would be a shame if it gets blocked at some places because of that.
  • Anthricus
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    Anthricus polycounter lvl 5
    Was just wondering what you used to render this out , it loks absouletly perfect :D so glad u posted this
  • holyknight
    First ! Very good job dude, it's exactly what I wanted :)

    Could you explain to us a bit more how did you succeed this 3D artwork ! :)
    In my mind :
    1) You use blender and try to modelise the character without using Subf to make easier to hand paint ?
    2) After that, you use "texture paint" to paint directly on the 3D model using UV mapping ? If Yes, what is your params ? 100 % luminosity texture ?, etc.
    3) As you've painted the highlight and shadows and if you have to use your model in a video game, what would you do ? Diff
  • Pavel Petrenko
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    Pavel Petrenko polycounter lvl 8
    Great work! I like this guy!
  • FireFerret
    I thought that was a reference image at first, you really managed to nail the painted style of the game
  • indiePub
    This looks so fantastic :D
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