hello want to share my first try to handpainted texture ,its for a possible android game I start with the main character wip High poly and where i am so far 512 texture ,1200 tri any advice ,including polycount and topolgy thanks for reading
The SF4 PC benchmark is available! http://file.4gamer.net/demo/StreetFighterIV_Benchmark.zip And the neat thing is that if you put the characters settings to low it switches to diffuse only. Very handpainted! Meaning it would probably looks like crap under other lighting conditions hehe. Interesting!
Hi all, I'm entering in this year's Blizzard student contest! This is what I've got so far. Everything was modeled in 3dsMax and handpainted in Photoshop and 3dCoat. Some assets are still not painted, and I'll be touching up on some of the textures to give them a final polish. Any feedback would be awesome!
Hi! I'm making a dragon character and I was wondering how you would go about doing a beetle carapace look for the scales in PBR? The techniques I've seen so far is faking the effect in handpainted reflection maps, but I was wondering if there was a workflow for using a shader in UE4. Examples:
Hi everyone, my name is Nikolai Haidl and I'm a 3d generalist looking for freelance work. I can provide following services: - 3D Asset Creation - UVing - Texturing: Realistic/Stylized/Handpainted - PBR Materials and Textures Portfolio: https://nikolator.artstation.com/ Contact: nikolai.haidl@gmail.com
Loir Axe Handpainted lowpoly Axe based on my own design. Model itself was made with traditional LowPoly to HighPoly workflow and Baked Normals LowPoly Model was made in Blender and HighPoly Model was sculpted in Zbrush, Some of Renders were made with keyshot and others with Zbrush. Videos and More Images…
Thanks jose.fuentes. I'm gonna texture this using PBR but with some some hand painting. I'm not sure traditional methods will get me all the way, so it's gonna take a lot of experimentation to find a nice middle ground between PBR, but with the nuances of handpainted work.
Just do it in Zbrush IMO if you really need that feature. Set the brush of your choice to RGB, increase the roll value, and polypaint away. If you're working on Dota 2 handpainted stuff you should be able to get a plenty high-resolution texture out of that.
A little tip for space games, found a skybox generator a while ago. It is really awesome but takes a while to learn, there are a few great examples that you can play around with. Check it out if you don't want to handpaint all skyboxes.. http://sourceforge.net/projects/spacescape/
Subscribed. You are producing some really awesome stuff! I want to start doing some more handpainted/stylised stuff with SD, I feel there can be some really stellar results with it, as you have proven with your wood flooring! Keep it up dude!