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.
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.
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!
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?
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!
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 )
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.
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
Replies
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.
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.
Whaddya mean exactly how did I find it? And yeah, the modeling is blender too.
Saw the image on deviant art instead and it looks great, really nicely done. Captures the style perfectly
I too thought this! Fantastic work OP
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 )
this is sick as hell, Nix
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.
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