@oxygencube - Thank you so much! Here is my first pass on the gauntlet FINALLY! I took way longer then intended on this piece. Did a sculpt, bake and diffuse. Concept by the Darksiders team.
Finished! I admit fully to struggling with the metal textures as I haven't done a lot of that material. Looking forward to getting better. On to the next piece. The goal of this exercise was more handpainting. I only did a diffuse in the attempts to learn how to add value to the piece.
Here's my sculpt! I have changed the chains back to being blocky, instead of what you see here. Just finished baking and I'm starting on the Diffuse tomorrow. This goopy gummed creature has been a ton of fun to work on. I also learned that Silo makes your model incredibly tiny.
Skull Axe done in 3DS max, handpainted diffuse texture. I'll be doing one more based on a simple pencil sketch to try and apply what I've learned from these past three. After that I'm going to try my hand at zbrush, those will probably take me a little longer since I'm out of practice. Concept by firstkeeper. You can find…
Np! And you shouldn't bleed anything by hand. You can do it automatically in 3d Coat when you export textures. When you're ready to export a texture, just go to Textures > Export > Diffuse Map > Save the file somewhere and hit 'Yes' when it asks if you want to fill in empty parts of the texture. :) If you don't use 3d…
I would actually go back and work on the texture a bit more. Everything seems very flat. Try adding in some easy Ambient occlusion painting on the texture where the general shadows would normally fall. Also, stronger highlights and darker shadows in the cracks and such could do you some good in combating the depth problem.…