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Pomperi

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Posts posted by Pomperi

  1. I like the design but the drawing is really lacking depth, something i see happen alot when texture artists make illustrations :D

    Haha, you're absolutely right! Can't quite put my finger on it though what's causing all my drawings to look this flat. Most people learn traditional art before doing game graphics, but it's the other way around for me, ironicly.

    Any suggestions how to improve this would be more than welcome <3

  2. JamesL is right, I've rendered the screens in 3ds Max. It doesn't look quite the same in Source, but it's a good way to preview textures, and to render portfolio material.

    vivi: Haha! I think you're right, except the scene you once gave me only had one white light in the middle, and the bump map wasn't connected to a normal bump, just a regular bump map. Come to think of it, you might be the reason why I subconsciously choose to do my renders in Max when I'm actually a Maya user :twisted: .

    Here's another texture I've made for Decadence:

    decadentfacade02kx8.jpg

  3. Good points, I appreciate it =)

    Would be pretty hard change the ornament scale now that the texture has went through the entire process, but it's definately worth keeping in mind. The idea of larger strips is very good, didn't think of that. Thanks!

    The ripps are painted with a regular round standard brush and processed with photo material, all shot by myself, so no packs involved ;)

  4. I hope you all don't mind that I bump my old thread a little...

    Here's a recent wallpaper texture I've made. The pattern is my own design =)

    decadentwallpaperfa6.jpg

    I'm aware that it doesn't tile very well due to the unique damage, but in smaller places it isn't too obvious. If any of you have any crits or advises of things to improve with my texture, I'm dying to hear it. Trying as hard as I can to improve my work.

    Cheers!

  5. any links to decent texture painting tuts?

    i am pretty shit at hand painting and getting sick of relying on photos :'(

    thanks! :D

    Don't know any tutorials for this I'm afraid, but I wouldn't mind sharing my workflow in case that would be interesting.

    pompinduswallwalktroughdd2.th.jpg

    1. This is about as how basic it can get, nothing but layout and colors.

    2. Simple shadows and some lighter parts added.

    3. Defining edges using smaller brushes.

    4. Material overlay blended in and contrast added to all layers below.

    5. Details 'healed' in from a photo reference image.

    6. Brown colors painted in using Overlay, as well as painting over some noisy material with a regular brush.

    7. Contrast, color and sharpness added.

    8. Some final touches and a little more sharpening in some places.

    Hope this was of some help, didn't want to get carried away. I'm sure there are people here with far more experience on this, and my way isn't the 'universal' way of doing this, there are several different ways.

    :)

  6. Thanks everyone! :D

    The normal maps are actually made by several crazybump renders and lots of blue paint. Since I paint the designs from scratch I usually have layers at the bottom of my layer palette with the most basic shapes, which with some editing makes a good base for a normal map after a slap of crazybump. Most of the time the renders from crazybump has way too much unwanted details, but they are simply removed by painting them over with a color of 127 127 255. Doing more renders which contains some wanted details and putting them on Overlay makes it possible to combine diffirent elements from diffirent renders. I'm sure you can get a much better result from sculping but I simply lack the skills to get a decent enough result, so I "cheat" instead :P

    I'm really glad you all like my stuff, more stuff will come for sure ;)

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