A refined line art concept for my character which I'm gonna model and texture it ( handpainted ) :) You guys can find more information at my thread: http://polycount.com/discussion/179429/wip-arc-angel-project , and also my personal website phanthanhtruc.com C&C are highly welcome :)
I think you are off to a good start, but it just seems too clean. Try adding some wear and dirt to that wood and the bottom of those walls. The roof shingles would probably be dirty as well. Looks pretty good for a handpainted job! Is this the first time you are attempting hand-painted textures?
Follow Jamin on this video and the others he has posted on YT. He has just recently been posting on this forum I believe. He shows all the little tricks to making handpainted stuff pop while keeping it pretty simple as well. http://www.polycount.com/forum/showthread.php?t=128569
Hi guys ! I'm trying to find some time to finish this one ^^ I'm using the sculpt to bake a base for a "handpainted" texture. It's obviously still very WIP. I think I still have a lot of work to do especially on the shoulders, hairs, gem, chest etc ... C&C welcome !!
I had a few goes and, well.. i kind of made it ugly. However, I'm just about to start a course at Brushforge for handpainting so i'm putting this guy to bed. Thank you so much for your crits and they're on my notepad to apply to the next character. https://skfb.ly/6GUUs
What eq says, but I use Textool's a>b tool to bake from channel 2 to 1, which is just a bit quicker than setting up rtt yourself. I do this a lot, especially on handpainted lowpoly characters. I use the gradient to mask layers, it works really nicely.
I'm with Phil, more (and more varied) damage would be nice. Especially on the boots which I think should show a lot of visible damage from rough ground and such. Also, a little ingrained dirt couldn't hurt. The handpainted lightning is lovely and I my opintion definatly the best part of the texture.
thnx a lot ! mm, actually this is a handpaint texture .... O.o... and I seemed to have screwed up his eyelids you're right. Thank you very much. Also I kept the polygon count on the head low because I was thinking I would cover it with the hair, but i'm not sure if that is the case.
Cool arrangement! I would look for break downs of assets rendered in UE in a similar style. You might just have to experiment with Unreals material editor. Take a look at the documentation of material functions. There's also people explaining how to create certain materials/material functions on Youtubes (Wadstein,…
Pretty good start. The metal doesn't really read like metal to me though. And the wood has scratches in it that look a bit out of place. Unless someone used a knife on the bench. And as a general tip, try to work more colour and gradients into your textures if you're doing handpainted textures.