Made some tilable wood. I took some print screens along the way to show the major steps. Basically went blockout colors>blockout shapes>continue to refine shapes and add details>pump up the highlights a bit>post painting adjustments. The panels of the wood aren't in the same places sometimes because I offset the textures…
Hello Polycount I'm doing a sci-fi hand painted tutorial in 3d coat and I have an issue with a brush. I have the same brush settings as the guy in the video but his results are way different than mine. When he lets go of the pen his brush doesn't stop right away but if fades off a little bit. Second this is whenever he is…
Hello everyone, Here is a low-poly hand painted sword that I made based on a concept image I found online. I was hoping that I could get some critiques on what I could improve on. The demon head wasn't added due to time constraints and I noticed that I could have merged a few of the UVs to make my life easier after I was…
Heya - I don't think anyone in this thread implied this. As far as I am concerned my point is that it will without a doubt make some creative work environments very toxic, very fast. To sum up my above points I can see this happening in two ways : 1 - Loudmouth "idea people" (either high up in the executive ranks or from…
Diffuse = midtones Specular = highlights Normal = shadows that's generally the way I look at it... it's more complicated than that of course, but... yeah. diffuse is the natural color of the surface if everything was evenly lit... most everything should be in the same or similar value as to not compete with the lighting of…
Hello ! I have a problem with a project on blender. I have 2 objects (a character and his weapon) and each of them has been atached to amatures and weight paint. The goal is to make animations like run attack and then import the mesh on unity. So I want to join the objects inside the blender project to avoid multiple…
CGMA student Dawnson Chen breaks down his recent class assignment, from Stylized 3D Asset Creation for Games, taught by Kevin B. Griffith. Background Hi my name is Dawnson Chen and I am currently
taking the Stylized 3D Asset Creation for Games course, taught by Kevin B.
Griffith, on CGMA. I am going to break down one of my…
Hey, so I was recommended that you guys may be able to help out with a project I'm working on for my sister's 14th birthday. She has an original cartoon character she's created, and my parents and I are interested in 3D printing a model of him for her as a present. I have access to the 3D printing technology but all of my…
I think what you're seeing is less a hand painted style / technique and more the results of the technical limitations of the time. I'd guess the art direction was aiming for realism in the texturing and shading, but low texture resolutions resulted in some exaggerated shapes and details. Probably some light information…
There can be a pretty significant difference between what bakes/packs well and a layout that is painting friendly. If you do a lot of painting, you can use two separate UV channels. UV1 bake/packs well, UV2 painter friendly. Then transfer UV2 to 1. I tend to do this with ultra low poly meshes that are mostly diffuse only,…