Indeed, it looks much much better. i think i saw a dungeon gameplay already somewhere. it's not even that grim but just the fact that it doesn't have that fairy handpainted style makes it 10 times more appealing to me. It also proves to me that diablo's old vibe isn't just a matter of oldschool graphics and can be achieved…
Hello friend thank you for upload. You inspire me so much. I like to sculpt but i havent touched on the process of automatically generate variations of a mesh could you tell us more about how that is done?. My second question is i love the handpainted stuff and i smell 3DCoat am i right on that? :)
There's still a lot of analog work for the animation part of the process for shows like Korra, DC/ Marvel direct-to-video features. Backgrounds are still handpainted. http://www.youtube.com/watch?feature=player_detailpage&v=thkXOsxQwcI#t=12 [ame=" https://www.youtube.com/watch?v=BGwscYFrVZk"]Justice League: The Flashpoint…
Really depends on how you texture, if you have a handpainted texture that you painted directly to the UV map in 2D then the distortion can be pretty noticeable. If you are baking from a high poly mesh and using generated maps to create masks it won't be as bad. If you're using some sort of 3D painting it will be pretty…
tnx for the kind words guys Slosh: I do know what you mean but im pretty happy with the look even though it might be a bit more stylistic. i tried adding some more microdetails on the furtexture but that would compromise the readability unless if i went for a fully handpainted fur approach but thats not what i want for this
I guess, given the restrictions, and if they're not explicitly telling you, hopefully you also understand from this excercise that silhouette is one of the most important things that game art must nail consistently, even if it's a weapon. Only add polys if it contributes to the silhouette. Also, define handpainting. Like…
Thanks guys. Have some more progress to show. Over the weekend I finalized my low poly and baked some proper textures. Also made a better looking keyshot render, which will be nice for my portfolio. Currently in the process of doing some handpainted texturing. Textured pic is a direct screengrab from the Unity editor…
A good trick might be bake an ambient occlusion map, not to use in itself, but as a guide in photoshop of where to shade and highlight. Your textures are good, but the objects all seem a bit flat, whereas really good handpainted stuff has depth to it. A bit more attention on the wood might not go amiss either......nice…
so as oranghe noted i should update my sketchbook a bit more so first of a simple barrel with a handpainted texture then from a current university brief 3 props for an existing IP i chose world of warcraft and made an axe, a polearm and a shield so first of some renders followed by wireframe screenshots and last but not…
Honestly it sounds like you would be much better off in Blender than in Maya. You can do the whole high to low pipeline (sculpt, retopo, UVW, bake) in it and you can paint handpainted textures in it just like 3D coat. Nobody would need to care about the budget because its free to use for commercial purposes.