the background (black area) is going to have a matte-painted sky dropped in. No characters for this piece. Though, i could add a prop if necessary. Really I'm looking for a way to bring the empty space of the walls to life without overdoing things
Here are some chair props. :) And WOW, did I get lucky. I just dropped my textures in and the image came out just how I imagined it. No post processing, no lighting tweeks, nothing. Everything was perfect.
Was it poops tutorial with the long had written basic drawing info on shading, hues, etc? Was a really long jpg with lots of good info? Can't recall where it was, never saved it, although I thought I did..
it depends, when im doing props i dont use deeppaint or whatever, just use zapplink into seams if needed, sometimes isnt. If im doing characters and I do need some lead lines over a face i paint it at maya and go to photoshop, if i need something more accurate like realistic face i use photosource with zapplink. I already…
Hehe, i was drunk with that last response =) Hopefully this is a bit more useful. One thing that i would REALLY encourage you to do is start modeling your props in sets. So instead of doing a highpoly for a keyboard, and then lowpoly, and then uvs, and then bakes, and then texture. Then get to a different model and repeat…
2 more props : a door and a barrier, to test wood materials. Base tileable done in s.designer (messing with Kay Vriend's free sbs ) , then assembled on the model in painter (dropping that new base into a tweaked "pirate-wood" smart material from s.share) .
Just finished a couple of hand painted character/prop pieces, really enjoying working with this style :) Offering high quality work for good, indie friendly prices. Please drop me a message if interested in seeing my latest work. Thanks!
Hey guys not sure if this is the correct thread to be posting this in so please feel free to delete or move :) I and going to be starting my 3rd year of games desing at university next year and decided to get some practise in over the summer. I will be creating 3 levels in unreal as part of a project and wanted to ask some…
It would help if the artstation link was actually hyperlinked, but maybe that's this new forum theme ;) The spray can is weak. The polygon use is inefficient - the silhouette is unremarkable and visibly jagged for 13,000 polygons, and the shading is clearly all over the place. The takeaway from this is not to use fewer…
Hello, This kind of question cannot be replied in generic terms, as there are many more factors involved than one may candidly assume. - First off for the case of the above screenshot, your best bet is to research whatever game this is from specifically : check if there is some sort of debug mode available to inspect the…