Oh yeah, you can def cram that into a single 1024. As an example, here are a couple textures for a character of mine. The texture is a 1024 and contains 4 levels of armor/outfit/character upgrades. His weapon is on a 512 and also contains 4 levels of upgrades on it.
Adding small patches of grass that lie below other big patches I guess.. Just like adding dark spots with a gradient to spots higher up.. A good example: As for the color variations, think of it as dried grass patches or worn spots: Hope that helps :)
Hey all, here are some components from a modular dungeon set I made for a client - all painted in 3D Coat and a little Photoshop. I also put together a little example presentation you can see on my Artstation. Everyone keep the good stuff coming - I love this thread.
Hi there ! Do you guys have any advice for me? I wanna learn painting in 3d coat and I want to get a nice smooth result with my brushwork . Is there a way to set up the brush to work nicer? Like for example having flow control and opacity control ? Just smoothing with shift is not enough for me .
Handpainted is usually everything that's painted from scratch without use of photographs. It's frequently made in a stylized manner since realistic doesn't always feel right when you paint the shadows/highlights in it. This for example, is my handpainted, semi realistic gun: While this is a more stylized environment, but…
You've got waaay too many un-needed edge loops. For a scythe like that I'd probably use a max of ~1.2k tris. As an example I've marked some edge loops in red that you can delete. If you remove those edge loops and zoom out a bit you won't notice a difference in the shape of the model. Just remember: if an edge loop isn't…
It doesn't line things up for you automatically. An example of my workflow would be... Paint some brick guides use offset where the guides dont meet up, MAKE them meet up use offset again until guides are nice and tidy and tile when I use offset repeatedly Repeat process with paint. It's worth adding I only use a single…
The specs are too dark for what it is right now.. could you turn that layer towards overlay and opacity to 50%? Try to stay away from using pure blacks and whites in handpainted textures. Use blue-er hues of the base color in shadows and use slightly orange-yellow hues of base color in highlights. Then there is the bounced…
From my experience with working on game assets is that jpeg is never a good idea.The problem with jpeg is that it creates all these unwanted noise and colors like in the example bellow. Yes formats like .png and .targa are a lot better but they are most of the time pretty big due to the fact that they get almost no…