Are you using references for the handpainted stuff? I know you're going for a stylized look, but looking at concepts or photos can be really helpful to get you started with ideas. Your textures lack the kind of details and thought that I think you'd get from looking at reference. Here are some concepts and artists I think…
an avatar char will have about 200 2k textures or even more... that will end up in a displacement texel ressolution of 800 million... say they use only 30% of the texture space... so you will have 240 million texel data to displace the geo during rendering... and thats only the handpainted stuff... if you store the…
I absolutely love your handpainted style. As someone who has always textured primarily in Painter, I can't help but feel that I've missed out by not using PS, but I'm really relieved to see that you've been able to fully switch to Painter and keep the same quality. :) A question for you: coming from PS, do you feel that…
models look clean and solid subd modeling :) i would just say learn game topology theory and study in-game shading and materials, like know the difference between handpainted-style shading vs. old-spec shading MMO style shaders vs. PBR shaders vs. hybrid of any of those. show off them texture sheets and clean uvs are…
Cool man, thanks for the info! Those are some nifty tricks, and some hefty constraints you overcame. The tiling spec mask thing is really clever. Very cool. I've used 3d painting tools for cartoony handpainted models but for some reason I never thought about using them on realistic hard-edge models. I imagine that was a…
sounds great, I'm looking forward to see your textures! Are those masks extra texture sheets? Like when you're vertex painting? ATM I'm figuring out how to texture the best, and I'll spend a lot of time on textures, since I want to improve my skills. (And I have so much to learn anyway, that I should put a focus.... and…
But then... are you rendering this in PBR ? Guild Wars 2 is heavily stylized and handpainted with no PBR, so of course it's only diffuse with simple spec. Maybe you should try to paint it like the actual game characters with pre-PBR methods, not just using flat albedo and hoping for the shader to do the job ^^ ? You're not…
Jump forward Gif: http://i.imgur.com/XCuTaZr.gifv and Jump forward again GIf: http://i.imgur.com/deYRR8D.gifv Following on from the last post I took the level of work from that to completion in roughly two days. There are many errors and the overall handpainted texturing is missing from this scene. If I have some more free…
More Stuff.. to me the site looks cool. 2 things.. dont show ur UVs they are horroble(waste a lot of texture space) or rework the UV. on hint. normalmaps should have the background color(128,128,255) its becouse of the mip-mapping ;-) and in my opinion show ur handpainted textured models with an unlit or simple lambert…
Good start, everything looks like a base tho. As mrgesy said, you need to focus on creating tones, highlights and shadows. The ornate pattern on the shield and and sword seem to have no lighting lighting information at all. Watch some videos to see how other people handpaint, imagine a skylight illuminating your model and…