i would suggest to map this model in a way that you can reuse space of texture and straighten the uvs(this is really important if you would want to resize textures later). For example like i did. Flat render from blender viewport,
Apologies for the late update, I had some stuff to do and I'm about to head out to work Done a little work which I think looks better, but would like feedback on it. I still need to add some cross-plank cuts, chips and try to add some height/depth along the plank like riceart did in their example. Anyway…
I'd say they're not nearly separate enough! :poly121: Although I wouldn't make the seams any darker than you already have. When it comes to hand painted textures, you will want to paint a lighting direction into the texture. Light normally comes from above. Because of that, you should try to think of which planes are…
One good place to look is the polycount showcase here: http://www.polycount.com/forum/forumdisplay.php?f=62 There are a number of very good handpainted models there, and you can also look up the artists portfolio to see more. The only difference between 2d art and 3d hand painted is you have to pay careful attention as to…
Hmm appears these replies didn't pop-up in my email inbox... Really sorry about the slow reply, I just came on to post an update, when I saw these. @stevston yeah I'll need to sit down, once I've finished painting the whole thing to just get the right contrast for the scene. I still need practice at painting in contrast…
Hey man, I'm glad you're still chipping away at this! I like the before and after changes of the latest post(in shape), of course I think the metal could use further banging up but it also depends on what you're wanting to do. Once you get it in a scene with lights it could give you a good feel if it's working out the way…