Unfortunately all the items more or less blend together into one blob. For your next item(s), I'd suggest working on the value separation and making sure that your shapes are easily readable from a distance.
I'll give it a shot. Thanks! EDIT: Found a different solution blending between two map channels with vertex colors. Think I like that result better, lets me do unique details as well.
Hi. I quite like the look of the shield I THINK. My main problem atm is that it's all a bit too white. The object blends in to the background so I can't really see what's going on.
Maybe I'm wrong and not getting what you said, but where're the other texture if I do that? If I just select 1 texture in Diffuse map (bitmap), the VertexPaint won't have *two* textures to blend.
btw don't use a black and white checker, it will make your eyes bleed. http://www.polyphobia.de/public/stuff/checker_512.gif This one is cool, like all others that go with textools. http://www.renderhjs.net/textools/
Well said, Hazardous! That should be a sticky. This is sort of the curse/blessing of being an artist. There's always more to learn, and while there are tricks and techniques people can show you, the only way to get better is by doing it yourself.
Hey everyone! Going with adding a bit of gradients to the parts, as well as fleshing out the backside and giving it more love. The hands are now more heavily painted red, which I think solved the color blending.
It's looking really good! I love the texture you gave the material of the hat. I think it really blends in with the characters style. Have you considered adding small bits of damage on the hat to show it's age?
I will add something to make the houses blend better with the ground, grass maybe, some stones here and there. Stones around the camp fire. I also plan to change the ground. Thanks for the feedback! Updates soon.
showing a texture flat would allow for some CC Also, don't just select an area and fill it, you should expand the selection by about 2 pixels to allow for bleed (that will fix the white areas in the texture)