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created Various hand Painted Props
on 10-05-2011 11:27 PM
Super excited for Diablo 3 and I've been in a hand painted mood lately so I figured I'd maybe try something in that style.
Here's the base of what I've got so far.
I think it's save to assume this is a little higher res than the props in game but I figured it's easier to pull back the res than add in. Right now the chests being mirrored in quarters to save some texture space on a 512.
C&C welcome, paint overs appreciated.
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, polygon,
722 Posts,
Join Date Dec 2008,
Location Montreal,Quebec
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Cool!  Maybe add some more contrast - darks, and lights especially I think. Everything just seems a bit dim right now.
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, dedicated polycounter,
1,662 Posts,
Join Date Nov 2010,
Location Southern California
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Pushed the saturation a little bit and that helped brighten things up a bit and I put some polish on the metal bits. Still looking a little stonular though so I'll work that out in a bit.
Gooing to get that occlusion in there next.
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, polygon,
722 Posts,
Join Date Dec 2008,
Location Montreal,Quebec
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I think she meant like this... You need to bring it out of the dark. It looks like it is sitting in shadow and your presentation suffering because of it. Show off those textures man!
And yeah you definitely need an AO of some sort.

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, polygon,
662 Posts,
Join Date May 2009,
Location Coral Springs, Florida
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Seems a bit bright for Diablo
I feel like this fits a little better.
May be the final, I'm going to noodle around with some engraving ideas for the front of the lock and on the middle portion. On to the next prop!
Last edited by Gannon; 10-06-2011 at 04:16 AM..
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, polygon,
722 Posts,
Join Date Dec 2008,
Location Montreal,Quebec
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I still think you should lighten the render some, it's almost too dark to read. I also feel like an ao pass would help this piece a lot. you have very little in the way of contrast and depth in the shadows now. Overall your texture painting is solid, but I can also see the twinning on the side and the front too for that matter. I would say it's ok to give the planks their own uv space. I know you're trying to keep the maps small but it's hurting it imo. You're getting there man, it looks like a very promising start!
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, triangle,
461 Posts,
Join Date Apr 2008,
Location Washington
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Tone back the clouds overlay some. I really think overlaying an AO bake on top would help it a lot.
The wood plank value variation is nice. I might scale that back some. Also on the planks add some depth to the separation areas. They blend together some.
Looking good otherwise.
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, veteran polycounter,
2,921 Posts,
Join Date Oct 2004,
Location Orlando, FL
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i third ao. the metal looks marbly to me (clouds) and the hard highlights on the edges look too uniform for worn/beaten metal. still a nice little piece just push it further.
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, null,
19 Posts,
Join Date Jul 2010,
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Roger that guys; I pushed the texture to be brighter and I'll reduce the clouds and vary up the high lights. I'm working on modeling the tower that everythings going to fit on at the moment, screen shots later tonight.
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, polygon,
722 Posts,
Join Date Dec 2008,
Location Montreal,Quebec
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Also add some gold or Pulp Fiction style glow to the inside.
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, veteran polycounter,
2,921 Posts,
Join Date Oct 2004,
Location Orlando, FL
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Ha ha, what the hell was in the damn brief case?! Must have been a dick tank.
Reduced the clouds, tweaked the high lights, painted in some AO and moving on to other statics for now. I've got almost the rest of the scene blocked out but for now just a close up.
Last edited by Gannon; 02-27-2012 at 02:43 PM..
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, polygon,
722 Posts,
Join Date Dec 2008,
Location Montreal,Quebec
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Last screen shot of the night. Everything in the scenes UVs are laid out except the stone tower, I'll knock out the roof tomorrow and then start texturing the other props.
There's a few proportion issues in comparison to the concept but it feels like it's all within reason. I'll know for sure once I get the roof on those support beams
Last edited by Gannon; 02-27-2012 at 02:43 PM..
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, polygon,
722 Posts,
Join Date Dec 2008,
Location Montreal,Quebec
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Looking good so far. The block out looks solid. Just watch the roof height being too similar. In the reference it varies a lot.
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, veteran polycounter,
2,921 Posts,
Join Date Oct 2004,
Location Orlando, FL
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The last shot of the chest looks a lot better! Also, nice choice of concept - looks like it'll be really fun to model :]
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, dedicated polycounter,
1,662 Posts,
Join Date Nov 2010,
Location Southern California
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is this the same wood texture you made for your other props?
i think you've destroyed the texture with the latest update. it looks way to 'color burnt' and lost a lot of the nice painting you had. the colors are clamped and yellow. the concept you just posted has an awesome soft palette. I would love to see you match it more.
metal still doesn't read as metal. it is too soft and i think some of the dings and scratches are too small. none of it reads from the desired camera distance you posted most recently.
there is nothing indicating how this chest was built or stays together. no bolts/rivets/nails in any of the metal, and the bottom corners i would expect some sort of corner piece to hold the metal strips, not dove-tailed corners of metal.
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, veteran polycounter,
3,848 Posts,
Join Date Oct 2004,
Location Maynard, MA
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Agreed with Sectaurs on every point he makes, to which I'd add that whatever you did to the wood also affects the metal. That random looking, splotchy colour burn look to things, it's flattening things despite the high contrast because there's no identifiable light source.
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, veteran polycounter,
3,139 Posts,
Join Date Oct 2004,
Location Amsterdam
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Oh noes, I'll bring it to a mid way point for everyone and I'll add in some more bolts and such. The ones I've got are hidden when its closed. I was trying to hit a Diablo 3 style of texture so I wasn't aiming to make this look just like the reference on that stance. I'll try to post some screen shots with my next post on the style and mood I'm looking for.
I can make some corner pieces and what not and add them into the texture. I've got a little more space to spare so that won't be a big deal.
Good feed back guys, I really appreciate it.
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, polygon,
722 Posts,
Join Date Dec 2008,
Location Montreal,Quebec
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Quick grab of the wood paneled roof, I need to put the bottom on it.
I just made the texture then cut up a plane so I could get the silhouette. Texture's very much WIP. I just wanted to get the basic shapes down so I could get the model started.
More to come later.

Last edited by Gannon; 10-07-2011 at 05:29 PM..
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, polygon,
722 Posts,
Join Date Dec 2008,
Location Montreal,Quebec
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Didn't get to work on this aaaaallllll weekend because I was hanging out with family and all I could think about was getting back to this scene.
Lost some work, have to redo the wood paneled roof because I don't have internet at home and I couldn't sync with Drop box so I accidently overwrote the file.
I can get that knocked out really quickly again anyways.
Let me know what you guys think!
Last edited by Gannon; 02-27-2012 at 02:44 PM..
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, polygon,
722 Posts,
Join Date Dec 2008,
Location Montreal,Quebec
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So many good post lately, but I'm still working on my scene here. Here's some sample textures to check out and critique and some shots of the scene.
I seperated the stones on the platform and I'll give them their own texture space instead of trying to get it to work with the tiling stone texture.
I'm trying to keep the props a little more detailed to contrast the tower but I'm not sold on it. Let me know what you guys think.
sorry for giant pics >_>
Last edited by Gannon; 02-27-2012 at 02:44 PM..
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, polygon,
722 Posts,
Join Date Dec 2008,
Location Montreal,Quebec
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I love your painting style!  However I think the colors are not really working. Everything is kindof desaturated and flat, and the whole scene is too monochromatic I think. I feel like you could push what you see in the concept in order for your work to pop out some more. For example, the crates, barrels, and chests could be warmer, deeper browns, while the planking they sit on top of could be a little more desaturated and dry-looking. I see some greens, and a little purple in the stone textures from your concept, which you could also push, especially in the stones that are in the center circle area. The roof could be more mauve. In general you could try to use all the greens, purples, and browns throughout the piece for cohesiveness, but more of certain colors in certain areas (that make sense?? haha) The metals in your scene seem to be a pretty dull gray when I think it would match better with everything to be a more gold color, but that is just my opinion. Also I might point out that the spec you sortof painted in on those big brown floor stones kindof makes them look like bronze - maybe it shouldn't be quite so pearlescent. Keep going, good updates! 
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, dedicated polycounter,
1,662 Posts,
Join Date Nov 2010,
Location Southern California
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You've got some great points ( and a great painting style also ) and I'll push the saturation and Look into fixing the brown pavers spec.
I forgot to post the ref shots I've been looking at before. Here's some I've been using to fit my stuff into a D3 kind of style.
http://www.beefjack.com/wp-content/u...3/diablo-3.jpg (stone)
http://us.battle.net/d3/en/media/scr...h-at-the-gates (wood)
http://us.battle.net/d3/en/media/scr...ew#/wizard-024 (wood)
http://us.battle.net/d3/en/media/scr...view#/barb-009 (stone)
edit: paragraphs/bullet points are easier to read >_>
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, polygon,
722 Posts,
Join Date Dec 2008,
Location Montreal,Quebec
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ah, woops sorry, haha xD nice refs!!
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, dedicated polycounter,
1,662 Posts,
Join Date Nov 2010,
Location Southern California
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I'd say get some simple lighting PLUG http://blog.environmentartist.com/?p=205 in the scene. Not sure if this is going to be in Maya, UDK, CyEngine, etc. Jessica's point about the textures feeling flat is valid. But once you light it that might change things a good amount.
One small gripe I noticed on the center floor tiles is that it's lit like a wall texture (highlights from the top and shadows from the bottom) but it's a floor texture. You might want to tweak the texture out to incorporate that a bit.
An accent color (saturated blue, red, etc) on a tarp or flag would really help focus the eye.
It's looking real good though. Just curious to see how it'll read with lighting in the scene.
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, veteran polycounter,
2,921 Posts,
Join Date Oct 2004,
Location Orlando, FL
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I agree jeffro that you need some sort of lighting/shadows. The textures look great, and I like your style, but the scene is pretty hard to read as it is now.
An idea to make it less flat would be to make an AO pass for the whole thing when you're done. Just make a new UV set and bake it all.
I will continue to follow this thread!
Good luck!
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, polycounter,
860 Posts,
Join Date Jan 2008,
Location Malmö, Sweden
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