Hey all, So I wanted to see if anyone could pitch me some advice on how to go about creating a hand painted look while making use of various other maps that hand painting would normally already include (such as lighting and spec) I wanted to see what people various workflows are and how they might differ. Thanks!
Hello everyone! I am working on a game for school and we are in the very early development stage. I have a base character and a rig for the base body. I would like to be able to add whatever shirts and jackets (separate meshes) to this base character rig without having to paint weights for each accessory I add. How do…
Ok, so here's my dilemma. I have a detailed character model consisting of several individual pieces ( it's a robot). After roughing out the basic designs for the texture I'm realizing I should probably break down the textures even more from 2 to 3 separate maps to get the details and resolution I want. It is possible to…
Recently saw some nice work doing a water mill with a single 512x512 texture (specs given) and decided I wanted to see what I could do with a limited texture space. I've only done a small number of hand painted props and figured this was a way to get better at painting in general and was just a fun way to do so. There are…
I have no idea where to put this question so I figured out that this was the best subsection of the forum to post it. Okay, so I have come to my wits end on how to make a decent skin texture for characters in games. While I understand shaders help the final look, Im not talking about that. Im talking about how to make a…
Thanks for the visual and the idea. So if I'm understanding you correctly, the anchor point will include all the detail that is visible to the layer that has the anchor point, not just the detail that is painted specifically into that layer?
Hey Linkitch! For now, at least, NDO is the primary normal map development tool. You'll want to make almost all of your details in it before you move on to DDO. In DDO, you can add a bump map channel to your project (in the top right of the primary DDO window, click the dropdown menu, Add New Map > Bump) and the bump map…
I'd recommend spending a bit more time straightening out some of the UVs to get the most from your texture map. You also shouldn't use a white background like that in your texture and should instead pad the textures as much as possible to avoid the possibility of mip mapping showing the seams. For the painting itself,…
Hey guys, first time actually posting my stuff here! I'm a student, and my current focus is low poly character stuff. For the past couple of months I've been doing small character commissions online to practice my skills and get better at hand painting (I use 3d Coat). I'm pretty happy with how the last character turned…
Hi. Hope you guys can help me with this. have spend a couple of days trying to work this out already. btw It's the first time I'm working with games (Have been using Maya for some time). I'm Currently making a racing game for a school project. I have imported my terrain mesh that i have modelled in Maya and found two…