Hey, so how do you define materials in your sculpts, do you have any special tricks and best practices? How do you define materials in your hand-painted textures, any tricks or best practices there aswell? Such as "Rock has low contrast and not much highlights." - "Metal has high contrast and bright highlights." ETC. When…
I think its looking really good actually, I like the gold one, but the dark rock is definitely the weakest one. I dont think you can push it further without starting to paint in actual reflections and shadows, but then again its gonna look weird when you start moving it around. you reach a point when you just cant push…
Here's the "Process" for the metal. A lot of it is rough for sure, but I'm trying to get as much as the definition in as little detail as possible, I'm not sure if it's enought. Maybe it's time to dig up some references of brighter metals and try another iteration on the metal?
I think using a baking workflow for hand-painted stuff tends to work okay for matte materials, but for things like metals and gems you're going to have to paint in strong reflections to sell the material definition. I also think having a strong cavity map on everything tends to give a strange outlined look that's neither…
Nice study. Just wanted to point that wood looks like a caramel chocolate. As for a whole topic about orb/faf textures i do not think that this is hard. Its quite easy if you understand what are you doing. First of all you need to know what matcaps actualy are. And the answer is simple, its a phong model set to camera and…
Yeah, those material definitions got worse and worse. I think a big think to take away from this is that the sculpt has to do a lot of the work and be good. There are no shortcuts or miracles here. Here's the final presentation of that stupid banner btw
Hmm.... Maybe I'm approaching this the wrong way. Since they are Unlit if I made the contrast higher or made the edges brighter they would blow out under any sort of Lighting. Maybe I should REALLY be texturing them under a proper light-setup... and not having a environment to place the materials in also makes it less…
@pixelb I'm not talking about PBR! Strictly Diffuse-only, no PBR, PBR sucks! That was just a stupid experiment for some reason, don't think about it! Sorry for the confusion. Striiiictly handpainted stuff.