This thread is going places!! Great overall modeling, cloth and anatomy and the number of accessories are not overboard either, ie, model covered in tons of squiggly shit. I'm praying that you'll do some nice handpainted, clean textures for this fella to show off all that nice detail. Badass work and ill be sure to follow…
Orb, all textures that You make have these lovely edge highlights. Is there a special way You do them, or just take PS and handpaint them like crazy? i mean, it has to be alot of hard work doing just edges alone. could You please share some tips on that? best, dunb.
I don't think it's going to be significant enough of a change for you to bother doing that. Concentrate on making good, handpainted textures. That will handle most of the depth information. Make it tileable, if you can. That's a skill you will need to pick up as a 3D game artist to begin with. That means no normal map or…
Looks nice, show us the the texture sheet, it feels like you could create a tiling metalplate texture and use it for the whole building. mainly because you got so much other stuff going on on the model it won't feel too tiled. Keep it up , it's always nice to see more handpainted stuff.
First time attempting handpainted textures and got results I aint 100% ashamed of :) might be below avarage but Im still happy I pulled through and didnt give up on it. this is waaaaay out of my comfort zone but will definitely do more of these! try out some more complex designs this was uber basic.
I'm a bit confused on if I should fuse stuff together. For example the wings on this spaceship isn't fused to the body of the spaceship. But, you also have metal gratings on the spaceship on the rocket part of it do I fuse it to the body of the spaceship. Anyway, I'm going to leave this for today as I'm going to move on to…
Cheers MoP. I want to have a proper UV layout so I can do handpainted diffuse and spec maps so I'll try the second approach. If there's one thing I'm not short of it's UV mapped heads here are some orthos of the source mesh. I was planning to do a 256x256 NM from it.
Seeing some pretty decent stuff around here! Mostly handpainted, I don't know what I was thinking haha. I even recall getting some advice on this from Poop as I was trying to brush out the stuff to account for shading the lowpoly. About 2 years ago, though it feels longer.
[ame] https://www.youtube.com/watch?v=Z_eLDJe6k1g[/ame] Alright, so here's the first update of my effect so far. I didn't use much in my materials other than masking my meshes and panners. All of my textures are handpainted(still learning) so my workflow takes a bit for textures.
realy nice detail and a have a realistic look for handpainted textures.. but i think the first one need a bit of color and the 2nd one a bit mir contrast. i think u can handle this with some spec, normal, gloss mapping.. and lighting. but if u want to have this unlit shading. add more color and contrast to the textures