Your UVs are very strange. You have the tiny yellow cube taking up almost as much space as the entire blade. I wouldn't completely neglect it as setting up proper UVs are what allow you to texture efficiently.
I like the texture thus far, it's obvious you understand what he was doing in the videos, really digging the whole design of it. But I do agree with the general consensus about the UV's
you're really losing alot of resolution with all that wasted space, UV's are just as important as the texture itself, just keep that in mind when tackling a new weapon or prop
Very cool Jeff, I have to train harder, I started on Monday, and have little notion of painting, I'll try to work more UV mapping and details of the swords, thank you!
Looking good. I recently watched the tutorial on 3dmotive for this stuff.
Personally I would say the blood splatter isn't really adding much. In fact I would say it is actually flattening your piece out.
Try getting more of a color pallet in there. You really only have one color with a change in value. Play with hue and saturation more to create a more interesting look.
Don't worry though, color is something that takes forever to master and I'm far from it. But it will help enormously. Keep at it and maybe looking into some color theory tutorials.
looking good on the last one, but i cant really tell where the light source would be, also play with your values more, you got a lot of flat tones, so some more shadow and bounce light.
I agree with passerby, still need to push those values a little farther - in that tutorial video the artist makes a great point of using the proper range of values when going from lights to darks. Don't limit yourself to the only the top of the color picker!
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but I feel like you could push your lights and darks more. it doesn't really feel like anything, especially the hilt, is catching any light.
I really want to see how you can push this forward, because I love the design!
you're really losing alot of resolution with all that wasted space, UV's are just as important as the texture itself, just keep that in mind when tackling a new weapon or prop
new Skecths
The gem highlights just look like the UVs are visible. I would adjust the edge details on that.
I'd get the wavy sword look BA before you move onto new pieces. It needs a day or two of tweaks and polish to be real nice.
critics please
Personally I would say the blood splatter isn't really adding much. In fact I would say it is actually flattening your piece out.
Try getting more of a color pallet in there. You really only have one color with a change in value. Play with hue and saturation more to create a more interesting look.
Don't worry though, color is something that takes forever to master and I'm far from it. But it will help enormously. Keep at it and maybe looking into some color theory tutorials.
I'm finishing and using all the tips posted, thank you guys!