So Iv tried to make WIP threads before and failed. Maybe I can keep this one going. I started one on game artisans but honestly, the traffic on their seems really low lately. Besides, Iv always posted on here
Heres a couple finished characters. Ill be updating frequently......i hope
ended up around 6k and 1024x1024, the guy I did this for wanted me to extrude the chest armor so the mesh ended up being a little wacky, though it deformed reasonably well
little shark monster, 3.5k polys and a 512x512
little color variation that they wanted. I prefer the top version but they wanted the bottom.
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I definitely agree with you I an extent mag. I had to kinda rush the shark and shelled monsters. I was actually surprised how the shark came out but the tan and green guy, I think I spent about 4 hours on the texture, not by choice though.
that shark kicks asses
horse is about 3k, knight around 4.2k, shield and lance about 800 together. 1024 maps for the characters and 512 for the shield and 256 for the lance.
that would be a byproduct of my wonderful rigging skills to do a quick pose
along with another collection to the painted characters...I wanted to add a splash of contrasting color on the rest of her body but the guys I hand it over to just werent having it. I had to stick to the concept.
I agree with the gradient map. That would help a lot.
Really like the underwater character too. Really strong painting skills.
thanks I cant go back and change the ones posted but any suggestions will definitely be applied to future characters for sure.
More quickies...about 2 hours on each model and probably 5-6 hours on the texture. Its killing me because Im so use to being able to stop, focus, and spend at least 10 hours on 512s..which I love to do because the extra time to go back with more detail:(
thank you! He was feeling a bit flat I think an over all gradient will do wonders...you arent the first to mention that in here
along with a bump and spec map added to that armor set below. They wanted to test it out in game.
But really try doing your presentation shots with anti aliasing, it hurts your images a lot missing out on that
That knight would turn out a lot more intensive if you baked down lighting from top to bottom so you get a decent gradient making it gradually darker towards the ground. Great for characters and meshes of all kind btw. Intensifies the focal point, and gives additional lighting information
Are you Poly modeling all of these?
thanks...yeah, I know of no other way to get the model done
Sorry if the answer is somewhere here in the thread already!
I would suggest you check out the style guide for the Dota characters:
http://media.steampowered.com/apps/dota2/workshop/Dota2CharacterArtGuide.pdf
It's a very different texturing style of course, but some of the character design philosophy could help you out a lot, especially when it comes to color gradients and contrast. One of the first things that pop out at me about your textures, besides the fact they are painted very well, is you don't really have any areas of rest on a number of them - the whole model is just SUPER detailed. It's a trap that a lot of people can fall into when doing hand-painted diffuse look - without some decently sized chunks of the model that allow your eyes to "rest", the over-texturing can get jumbled and just look like visual noise.
So the easy fixes are gradients to create focus, like others have mentioned, and creating areas of rest on the model that don't have as much going on. They can be subtly detailed, but generally have less contrast.
Fenyce, Im not sure if I did post the game its for yet. I was told its ok to post them but Im not sure they want me saying what game they are for. Its been around for a little over 6 years though.
Ill definitely look at that PDF, Im about to have down time so I need to use that time wisely, thanks Brian. Oh and I definitely agree with your statements. Iv always felt I get a mental block when it comes to lack of detail in certain areas.