wow that's cool and beautiful texture, im curious about your workflow. did u use high poly to low poly bake for ambient or just handpainted all along? ty for inspiration
Really happy on how the lamp looks now. For the emissive i just handpaint it and then blur it to get this result. Then in Unreal with my master material i just had to increase the emissive intensity and that's all.
@NikhilR - Thanks! I love playing with lighting contrasts. @Avenger84 - handpainted textures are so much fun, definitely worth practicing! A rather concerned looking fish got his texture today...
I finally finished! This is the final image you can find more of the process on my artstation link :) Special thanks to the handpainter's guild for all the help and feedback! https://www.artstation.com/artwork/1nwV1G
@pixelb I'm not talking about PBR! Strictly Diffuse-only, no PBR, PBR sucks! That was just a stupid experiment for some reason, don't think about it! Sorry for the confusion. Striiiictly handpainted stuff.
there is a nice tut on how to create an animated skydome here: http://juarez3d.files.wordpress.com/2011/06/tutorial_animated_skydome_v1-3.pdf creating a handpainted texture then applying polar coordinates should give good results :)
Thank you David! :) Most of the details are made by either handpainting, alot of dam_standard brush, and some by using insert mesh brushes i made quickly, like the seams. Not a lot of it done by alpha.
looks good dude, next time give 3D coat a shot if you are gonna do handpainted stuff. also good topology, there are few places that can be tweaked, but good for the most part.
I worked on it some more. Did some tweaks to the Designer graph. The basecolor is much better defined now and goes more into the direction of a handpainted stylized look. And here is the Marmoset beauty render :)
Maybe depends on the art style... If you're aiming for realistic, then PBR all the way. If it's a stylized asset, or super lowpoly, then you can texture it differently. (handpainted, flat color + highlight, etc etc)