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created Hand painted stuff
on 01-15-2012 09:49 AM
Heya guys. My main new year's resolution is to enter on gaming industry. As I know, a job won't fall from sky in my arms, so I start practicing, to learn and improve as more as possible.
My goals, at this moment are to be good at painting and hand painted models. I'm gonna post my projects here, to receive some feedback and tips from the members of this glorious comunity.
************************************************** *************************
MOST RECENT WIPS:

Last edited by JR; 09-10-2012 at 05:20 AM..
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, polycounter,
1,200 Posts,
Join Date Dec 2006,
Location Brazil
, polycounter,
1,200 Posts,
Join Date Dec 2006,
Location Brazil
, polycounter,
1,200 Posts,
Join Date Dec 2006,
Location Brazil
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I'm really liking the brushwork you got going in the Orc, very painterly.
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, polygon,
677 Posts,
Join Date Jun 2010,
Location Michigan
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well i got some crits for you here:
first of the cracks on the shield are way too regular. randomize more in terms of placing and size.
also they all look like cracks, but what makes metal believable is not only cracks but also lighting and scratches. for hand painted a combination of some cracks and lots of scratches works best imo.
also your light for the shield is placed directly above the shield.
this may seem like the most usable preference, but its not.
a static top skylight makes everything look boring and symetrical, and since u do have unique uv´s you should be using them.
for me a 45° light works best, realy good to place some dynamic into an object and also gives the eye something to look at, and you better ways to render out shapes.
for the orc, the metal does have way too few scatches and cracks imo.
i´d recommend you to try that out, it may look better the way it is now, but it maby could look a lot better if you add more detail.
gues your still tweaking on that guy anyway.
and the transitions between some of his bodyparts dont look realy good. im talking the front and side of the head here. it looks like you realy picked some weird projection angles from wich you painted your textures.
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, triangle,
371 Posts,
Join Date Jun 2011,
Location germany
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Good Work !
(tá excelente Amauri, como sempre )
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, line,
67 Posts,
Join Date Jul 2010,
Location Curitiba / PR - Brazil
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You got style!
subscribed!
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, line,
69 Posts,
Join Date Nov 2008,
Location Brazil
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Wow, really great work on the paint colors on that orc, looks like oil on canvas almost. Did you have any refs?
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, spline,
187 Posts,
Join Date Nov 2010,
Location the Netherlands
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I love that orc texture. Very painterly. 
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, polygon,
643 Posts,
Join Date Mar 2010,
Location Long Beach, CA
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Interesting textures! Keep it up!
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, spline,
104 Posts,
Join Date Oct 2011,
Location Belgium
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great style, i love the orc. the only thing i could comment on though is that his face and ears look a little bit low res. it seems like his face is also fairly small in relation to some of the other less important objects in your UV map. i dont know ifs its possible at this point but making that face either a bit bigger or on another separate map would be spectacular. really awesome painting though, i'm trying to beef up my skills, soaking in all of the tips polycount can give me.
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, vertex,
43 Posts,
Join Date Oct 2011,
Location Toronto
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Love the texture style. Nice work.
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, triangle,
458 Posts,
Join Date Mar 2009,
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Nice, painterly style  2D skillzz shinin' through! I like the way the shield is rendered, however I think it would look a lot better if the design were a bit more interesting. I think that might be solved if you added another color in there somewhere in the form of another metal, or some jewels, bolts, or something.
The orc is really cool! I love his face especially, and the way you painted his skin. Except it looks like his neck muscles/tendons whatever should be taut, but instead they look wobbly. Unless that's like excess droopy skin or something? but it's not really reading like that either.
His armor could use some work imo. For example his shoulder pad thingies look like they were cut out of cardboard and there's not too much sense of construction. I'd imagine there might be stitch seams, some wrinkles/folds where the spikes are connected, scratches, etc.
The lighting on the belt looks a little funny too, there's lighting on the top, but it seems like there should be a little ao there instead, where the studded belt rim meets the rest of the belt - right now it kinda looks like that area is glowing.
I really love your painting style though, so keep going, can't wait to see more :]
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, dedicated polycounter,
1,667 Posts,
Join Date Nov 2010,
Location Southern California
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Thank you very much, guys and girl, for your comments and honest crits. It's because of this that I love Polycount =) I took note of everything you have pointed, and when I make corrections, I'll post another up.
@Nix: I'm not looking at specific references to paint these. This is just my style. But I'm influenced by a lot of people. Mainly: Craig Mullins, Linda Bergkvist and Ruan Jiajia on 2d side. And Pior, Ben Regimbal, Bobo, and Haikai on game art side. FirstKeeper and Murphy are very new influences too, as well as Jessica Dinh, that was one of my strongest motivations to invest on hand painted stuff. I felt very motivated after reading her thread of wells.
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, polycounter,
1,200 Posts,
Join Date Dec 2006,
Location Brazil
, polycounter,
1,200 Posts,
Join Date Dec 2006,
Location Brazil
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i preferred the first version of the orc
really had a wonderful style to it. good job.
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, veteran polycounter,
3,855 Posts,
Join Date Oct 2004,
Location Maynard, MA
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I received the same feedback on WAYWO thread. But I had to make some smoothing, specially in skin to make the look of materials more individual. My intention wasn't to make a generic model, but one with consistent material representation.
Next time, I´ll try to make this diferentiation preserving the painterly look. Thank you, man.
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, polycounter,
1,200 Posts,
Join Date Dec 2006,
Location Brazil
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I think the problem may be the amount of white u laid on top of him. Minimize the highlights to a more graphical shape, more concise, more transparent. This should help retain the material texture & value underneath
The avatar tells all
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, dedicated polycounter,
1,887 Posts,
Join Date Nov 2004,
Location Israel
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dude, i really love this style of your hand painted technique. please post more!
I'm a fan now 
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, line,
86 Posts,
Join Date Apr 2011,
Location los angeles, CA
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Real interesting style with this. Totally agree with Sectaurs on the first one being more powerful. It's a neat interpretation of 'hand painted'. It's almost sketch like or something. Nice work.
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, veteran polycounter,
2,925 Posts,
Join Date Oct 2004,
Location Orlando, FL
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love the style you have here. One day would like to get into learning to hand paint. look forward to more of your work.
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, triangle,
339 Posts,
Join Date Sep 2009,
Location Atlanta, Georgia
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Thanks for the feedback, guys!
Time for personal projects, is too little this month. So, sorry for the lack of updates. But anyway, I'm trying to proceed as much as I can. Soon I'll post my next concept and model.
Last edited by JR; 01-22-2012 at 06:34 AM..
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, polycounter,
1,200 Posts,
Join Date Dec 2006,
Location Brazil
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I think it's looking great, and very nice personal touch.
I'd tone down the use of white/bright colors though - just make things darker, and be cheaper on light colors, since it seems like you have a tendency to make things bright.
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, spline,
189 Posts,
Join Date Mar 2011,
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Thanks Blaken. I'm trying to do exactly this, tone things down a bit. Here's a concept I'm working on. It's far from finished, but it gives already a good idea. She'll be my next painted model.

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, polycounter,
1,200 Posts,
Join Date Dec 2006,
Location Brazil
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Digging that concept 
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, polycounter,
819 Posts,
Join Date Jan 2010,
Location UK
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