we created a new workflow for us here, pretty much no texturepainting involved. Because its almost impossible to either find the people for painting or getting the budget for the time spent to texturize it. So what you see is simple polypaint + bakes. No classical handpainting of the textures.
Thank you for taking the time @Noren You have a fair point there! The textures are based on a groom bake and are PBR-based / handpainted, so I can conclude that my texturing work still needs some refining, additionally a clear artstyle goal. Best regards!
I'm not a 3d noob (Been in the industry about 2 years now) but I am a character noob, so I thought I'd take part. This is my WIP of good ol' Berry Twig here. Obviously going for the mobile, low poly handpainted option :)
Blender is capable to paint directly on the model (texture paint mode). It works really great and I do all my character handpainting with blender 3d painting now (thought I'm still a beginner in the art department ). Awesome work of suzanne, this is a great idea to practise
I suppose this will be all handpainted? All of the proportions seem spot on from a top-down kind of view, but it's looking a bit tall on the center box bit and the cylinder tower bit. so it ends up looking a little cartoony. Dunno if that's the intention, but looking forward to textures! :)
What impresses me the most are your color choices.I'm a big fan of your color palette especially on your handpainted textures, it would be really cool to see the blue and orange color scheme from your painting on the actual 3d scene so looking forward to that.
A good craftsman never blames their tools. Pay more attention to your posture & ergonomics. There's no difference in effort now vs. then. Good handpainting is just as time-consuming and difficult as good sculpting & materials work. There's still no substitute for sustained focussed effort. Git gud, son.
Here's the corollary to all this. Let's say someone gets hired as an associate/implementation artist, involved in a very heavily automated pipeline like the one you describe - not involving any manual modeling and no sculpting whatsoever. Yet, that person demonstrates a great eye for structure and shape hierarchy through…
gives word mindfuck a whole new meaning, huh? model looks really cool, but the texture still has that polypaint vibe. not sure what it is but i think i's not as organic as it could. material definition makes me think of handpainted figurines rather than actual living creature.
Good job. Get those details in. Also, in general, it's helpful to add a VERY SUBTLE roughness noise over the whole object to break up the specularity just a tad bit. Also, wear and tear should be in specific places. If you're not handpainting some of the scuffs, you're doing it wrong.