what Harbinger said - or maybe even better - take the light information out of the texture and paint a heightmap instead, which you convert to a normal map (easier approach if you want to keep everything truly handpainted).
I was wondering. Since your going for handpainted style and you paint the highlights in. So are you only relying purely by diffuse? No spec or normals? Do you find trouble when it comes to lighting ur environment?
It really depends on what you will be texturing with. For example if you were doing a handpainted textures in photoshop the straightened one would be a lot easier to work with. If you were doing 3D painting then it wouldn't really matter at all.
Update! Highpoly is done, yet I couldn't import my final Zbrushed one in max because of too high a polycount. I will most likely end up handpainting the normals to get a sharper results then. Yay!
@Tul_ Awesome! Appreciate the help! I don't have too much practice with the handpainted style so anything helps. I will try blending those highlights and bit and define the difference in materials a bit more. Thanks!
I've seen some nice plugins for Maya that allow you to bake gradient textures for your models, making it easier to handpaint details after. Some even add effects on edges, etc. Does anyone recommend anything for Blender?
Hey everyone This is my first attempt at handpainted textures and I was hoping to get some good advice on lighting and texturing to really make this a good piece I know its pretty far along but any advice helps thanks.
This step-by-step is great! Very informative and the characters all turned out really well. What do you mean by replacing the masks with gradient maps? I haven't done much handpainted stuff yet.
hello Liz Shaw. I do texture drawings for handpainted models like few of my works in a portfolio. I do realistic textures for my models too. But my I am 3d artist.
Uploaded with ImageShack.us any crits on this wood would be appreciated :) All handpainted, although I added the extra color grainy look last, as I'm not sure how to incorporate it at the same time yet. will figure it out