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/3/ - 3DCG


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File: 1003 KB, 1920x1017, GermanSoldier.png [View same] [iqdb] [saucenao] [google]
807319 No.807319 [Reply] [Original]

Why is my texture painting so fucking ugly bros? I have no idea how to use colours in a way that doesn't look like a middleschooler's drawing. am also using a mouse. any good videos on proving this garbage?

>> No.807320

>>807319
improving*

>> No.807325
File: 45 KB, 600x300, 2437170-fear-effect-v2.jpg [View same] [iqdb] [saucenao] [google]
807325

>>807319
What style are you going for here? Something like pic related?

Regardless, the #1 way to improve is to look at references.

>> No.807326

>>807319
I assume you're going for a somewhat cartoony style? It's kind of weird, but the less detailed your textures, the more detailed your model should be. Like those pockets and the collar should probably be modeled for the style you're going for.

In terms of just the textures, I've found it can be useful making mostly photorealistic materials, then baking that into a texture to edit in photoshop/krita/gimp until I have something I like.

>> No.807327
File: 74 KB, 813x761, doomguy.jpg [View same] [iqdb] [saucenao] [google]
807327

>>807325
>>807326
I'm trying to go for just plain retro graphics of the old days. it just comes out cartoony because have no idea how to do it

>> No.807328

>>807325
Holy crap, this has so much style!

>> No.807329

easy youre using hq paint drawings as textures unironically

>> No.807332
File: 1.44 MB, 2000x2000, JSKAPyramidHead.png [View same] [iqdb] [saucenao] [google]
807332

>>807327
>I'm trying to go for just plain retro graphics of the old days

There isn't really such a thing - there are quite a few distinct art styles that were used, but since you've posted Quake 3, I lot of that is probably photobashing and paintovers.

Find photos of what you want, chop them up and warp them over your UV map. Blender isn't great for doing it, but you can do it in photoshop or krita and get the blender addon for auto-reloading textures. That's how I textured pic related.

>> No.807334

>>807332
that's a really cool model anon

>> No.807335

>>807328
Yeah, it was a game carried almost entirely by the art team. Contrary to >>807326, you definitley don't need to physically model details to achieve a successful cartoon/comicbook look. It's totally achievable with well placed shadows.

>> No.807339

>>807334
>>807334
Thanks. It was my first attempt with photobashing on a character model instead of pure hand drawing. Pretty stoked with how it came out.

>> No.807340

>>807335
I guess I didn't communicate it super well, but that's not contrary to what I was trying to say. You need shadows and details in your textures if you don't plan on using your model to get those shapes. I guess what I mean is that you should have a mostly consistent level of detail for your whole character. If you're gonna paint the creases on the sides of the mouth with tiny little lines, then you should either draw a lot more details like wrinkles and shadows on clothes or make up for the lack of detailed textures with more detailed geometry, but the sum of the two should always be more or less consistent.

>> No.807342

>>807319
avg blender user

>> No.807358

>try doing something for only 30 minutes
>go on online forums complaining that you suck
imagine my shock

>> No.807379

>>807358
i don't paint but i'm painting now and it's bad for some reason??? is this a bug in the software? somebody help me google for tutorials

>> No.807421

>>807319
Maybe you could spare some polygons for those collars? They look too relaxed

>> No.807473

>>807332
>female pyramid head
I don't know how to feel about this.

>> No.807548

>>807327
for starters i'd lower the texture resolution quite a bit. your textures are not exactly detailed, but way too sharp for such a low-poly model. use the textures you've already painted as a general template for where things like pouches, eyes etc. will go, watch a few pixelArt tutorials and redraw them manually in low resolution and with a limited color palette - maybe this will make it look more old-timey.
on the plus side: i think the mesh itself looks fine and your proportions are all correct