Hey, just doing some portfolio/fun piece, no strict rules just a freestyle. Hard edges mostly, later on will make a high poly and soften them up with normals. Planning to texture it inside Substance Painter with a stylized PBR touch
Already did base mesh so moving onto cleaning up and UV unwrapping
Is there a reason the handle is so "toony" in the 3d version? I feel like everything is pretty realistic/manmade looking despite the cel shaded concept, the handle looks pretty off compared to the rest
Is there a reason the handle is so "toony" in the 3d version? I feel like everything is pretty realistic/manmade looking despite the cel shaded concept, the handle looks pretty off compared to the rest
My idea was to make handle and nozzle into one soft curve. Overall style would be more "toony", I really liked the shape so I took it as reference and was planning to do texturing in another style.
I've made straight one just for test, which one is better you think?
Just on my phone, but i do think this is better. As its more consistent in style, if you wanna go for more toony, That's fine too. But then i would suggest giving the whole design that treatment and not just a bit of it
Just on my phone, but i do think this is better. As its more consistent in style, if you wanna go for more toony, That's fine too. But then i would suggest giving the whole design that treatment and not just a bit of it
Did another texture pass, I think I am pretty much done with this piece, would like to hear some critique/advices on how to improve it before I push it into my portfolio.
Added more details, dirt/AO and some decals Sketchfab
Looks good so far! I think your textures are looking a little bit flat tho, I would suggest adding some linear gradients in there to add some visual interest. You could do a bottom up gradient on the main dispenser, as well as the handle itself, maybe play around with it and see what you can find. Stuff like this is a good example On these props you can also see some wear and tear where the paint is stripped away and there's bits of metal peaking through, and the dirt is a, well, dirt color, which helps it to stand out. I feel like on your prop the color variations in the albedo are too subtle which is part of the reason why it feels flat!
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I feel like everything is pretty realistic/manmade looking despite the cel shaded concept, the handle looks pretty off compared to the rest
I've made straight one just for test, which one is better you think?
Sculpt is still WIP but I've wanted to do first baking and see how it looks with normal maps. Some baking errors here and there, will fix them on the upcoming days, check out sketchfab: https://sketchfab.com/3d-models/test-71f95bc0d32c4751a6c57446d17bb82e
Sketchfab: https://sketchfab.com/3d-models/test-71f95bc0d32c4751a6c57446d17bb82e
Screenshot from the Substance Painter:
Added more details, dirt/AO and some decals
Sketchfab
On these props you can also see some wear and tear where the paint is stripped away and there's bits of metal peaking through, and the dirt is a, well, dirt color, which helps it to stand out. I feel like on your prop the color variations in the albedo are too subtle which is part of the reason why it feels flat!