Author : winged doom


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RAWTalent's Avatar
Old (#1)
Hi, having a bit of an issue with this texture, I think the cracks are working well, but the surface of the tiles are lacking definition, and wondered if anyone had any tips, or even a paintover?

Here it is so far

Offline , spline, 160 Posts, Join Date Apr 2010, Location Cambridgeshire, England  
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gilesruscoe's Avatar
Old (#2)
You need to chuck some more tones in there and have deeper bevels, check this out by John Fletcher, should help you in the right direction!
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Mcejn's Avatar
Old (#3)
Just a few threads down, someone else is doing a good job on their floor tiles. Worth checking out for reference:

http://www.polycount.com/forum/showp...4&postcount=46

Also, your cracks look really artificial. More like they're just sitting on the surface. A crack should indicated that the object has been split/broken into more than one element. Look at JFletchers tutorial for reference to this. Each broken segment has it's own shading, which adds depth and makes it looks more as though they're "chunks" adjacent to one another, rather than still being one single piece.
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RAWTalent's Avatar
Old (#4)
Ok completely re-working my method and starting fresh, think this one's turning out a lot better than before. Crit's very welcome, wanna get this looking as good as possible.

Offline , spline, 160 Posts, Join Date Apr 2010, Location Cambridgeshire, England  
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Oranghe's Avatar
Old (#5)
Hey Rawtalent,

If the tutorials people posted above dont click with you then maybe try these, i personally found this stuff very helpful when learning about materials and hand painted textures.
The links and help above though is good and if it helps you great!

I found allot of this complicated when i started since i am fairly new to Photoshop so i did everything in stages, all base, all cracks, all highlights on a separate layer ect.

Orb's Crasher <-- this was a big help to me! his damage reads really well.

Hope some of this is helpful to you!
Really love Clive by the way so gogoogogogogoogo! Can't wait

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Robbyh's Avatar
Old (#6)
your surface is to clean !

Visit these threads :

http://www.polycount.com/forum/showthread.php?t=87797 - Alot of information regarding stylized texturing.

http://www.polycount.com/forum/showthread.php?t=68601 - Different examples regarding painted textures also this guys a beast when it comes to stuff like this.

http://www.polycount.com/forum/showthread.php?t=71942 almost a step by stech of differnet techniques.

http://www.polycount.com/forum/showthread.php?t=75700 more information !

http://www.polycount.com/forum/showthread.php?t=68416 Again - even more information


One verry important rule is always to put alot of time into each part. if you rush them they will look bland - and lack detail and your geometry will have to have alot more polys instead of a lowpoly that looks highpoly because of the textures. Torchlight is a good example.



And after that you should try the one posted above with the smudge. you need a basic understanding before you start smudging tho

Last edited by Robbyh; 10-09-2011 at 10:20 AM..
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RAWTalent's Avatar
Old (#7)
Ok, bare in mind it's all blockout except the top left tile, will post updates soon.
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mheyman's Avatar
Old (#8)
Yes but even your top left tile isn't showing much progress. More time needs to be spent gaining an understanding of painting, of light and form.

Right now it looks like a bubbly blue thing with black lightning going through it. Simplify your shapes first, dont go and finish one tile at a time either. Work all of them up together to make sure its going to tile well.

This smudging business isn't a way to just paint textures. It is a rendering style which is fine but what you should be learning from that tutorial is about how he paints in light and shadow and achieves a level of sharpness ( i don't mean sharp like a sharpness filter I mean the pointy sharpness of his cracks) The smudging is just his means of blending colors, but there are numerous ways to achieve the same results. Your goal is to make something believable, not make something real or cartoony. Even with something that is handpainted you want the viewer to understand what it is.

Good luck.
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Robbyh's Avatar
Old (#9)
Quote:
Originally Posted by RAWTalent View Post
Ok, bare in mind it's all blockout except the top left tile, will post updates soon.
np, i just wanted u to look att what those threads explain. You will have a better understanding of how to do it.

Also i hope i didnt come off as a it was just a quick response !



From deviant art : http://browse.deviantart.com/resourc...et=24#/d1i55ag

And this one is usefull once u grasp collor mixing.


Last edited by Robbyh; 10-10-2011 at 03:07 AM..
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Sectaurs's Avatar
Old (#10)
i put some of my steps in this thread, it might help ya

http://www.polycount.com/forum/showthread.php?t=89131
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RAWTalent's Avatar
Old (#11)
Trying again, using some of the principles used in pixel art, this is tiled 4x



Update, I have done another in a similar vein, but added 2 transitions between it and snow.


Last edited by RAWTalent; 05-10-2012 at 02:31 AM..
Offline , spline, 160 Posts, Join Date Apr 2010, Location Cambridgeshire, England  
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Blaisoid's Avatar
Old (#12)
looking good, but it could also use some bigger rocks for more variety. tiling will be more visible but i think it's worth it.
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RAWTalent's Avatar
Old (#13)
Hmnn ok, perhaps to get round the obvious tiling I will have a variant texture with a bigger rock formation and use it alongside these? Talking of variant textures I figured I'd try a wall.

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[SF]Three9's Avatar
Old (#14)
Raw Talent...this is ridiculous....it's like, HD pixel art....I'm kinda digging this style
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RAWTalent's Avatar
Old (#15)
Hey thanks, trying a few of my textures done in this style on a small scene

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RAWTalent's Avatar
Old (#16)

Last edited by RAWTalent; 05-11-2012 at 11:00 AM..
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RAWTalent's Avatar
Old (#17)
Don't particularly want to triple post, but slipping off the front page is so quick and I do at least have new content to show.
However I'm not sure how well the material of the sail reads, any ideas?


Last edited by RAWTalent; 05-12-2012 at 08:42 AM..
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MrRik's Avatar
Old (#18)
I think the wood on the ship is a little to dark(maybe its because there are no lights in the scene?) I would also look at the stretching in the front of the ship. but overall it looks ok
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