Low Poly work w/ hand painted textures.

Got a little more work done, so here’s a little update.


Got a little bored and decided to work on a future NPC… guessing it’ll be a quirky, low level enemy mob. I had the model lying around for quite a while, and it seems like a shame not to use it.

The armor is still very much a work in progress, and I think I might redo the texture on the …bunnyman (?) as well, as it just doesn’t feel very convincing. It just looks as though I slapped a quick texture on it, which is not what I want for my models.


This may seem a little strange, but believe me that it’s integral to the idea I have for a game. It’s a bluepring for an apartment, going to work on it tonight and keep you updated.

I’m also going to start a thread in either the ‘volunteer work’, or ‘team projects’ section to find people to join me in the effort. I’m feeling a bit alone in the project, and I think the project I have in mind would have great potential. The only thing holding me back is… “how the hell do I get the right people to join”. I know it’s not supposed to be here, but I’m going to say it anyway: if anyone seeing this feels like he/she is a teamplayer, motivated, reasonably experienced in modeling and texturing in a stylized way… AND you’re interested in joining, let me know via PM. I’ll be writing a reasonably extensive post in the aforementioned threads in a few hours, so if you feel like waiting, check back there.

Anyhoo, without further ado… here’s a simple blueprint.


All this stuff is looking really great. Characters, environment, structural you’re doing it all yourself? Very well rounded talent.

@Ryeath Yeah, I’m doing everything myself for the moment. I also created a walkcycle a few days ago… and noticed that that is one area in which I am completely lost!

I decided there should be a mount system in the game, so what creature is better to start with than a plain ol’ horse? I’ve got the basemesh done… now on to sculpting.


Little update on the horse:


I’d have shown other angles… if it weren’t for the fact that it’s only half a horse.

Sculpt is done as I don’t want to get too realistic (still a hand painted textures thread here, damnit!).

Baked the normals, switched to cycles, baked a base diffuse texture that I’ll use for painting (might have to redo it as the horse doesn’t have any… accesories at the moment).

Polycount is sitting at a comfortable 1358 faces right now, although that might go up a bit due to a saddle, armor, and other awesome stuff.


A little update on the horse, working on the diffuse map at the moment.

I sized up his nose for… comedic purposes (it has to be stylized, so… y’know)


Whoa, awesome work so far!!! Texture’s kind of remind me of wizard 101, I hated that game, loved the textures :slight_smile:

I’ve been out of the loop for a while. I would never have known about sketchfab if it weren’t for my return to the BA forums!

Oh, how I’m going to enjoy putting these things in my posts.

Here’s a closer look of the altar/stone table thing.

I actually created a separate thread for this model, but I might as well put it here… as I’ve decided that this will be the main-main character (yes, I said main-main).

This is actually the very first time I’ve animated anything in the eight years of using Blender. I noticed his core feels kind of rigid, but I don’t know how to improve that without making his upper body sway like he’s a complete idiot.

Anyhow… here it is:

Just to let you know:

I’ve just created a thread in Volunteer Work to recruit some team members. So anyone who might have been interested: head over there, read it, and let me know.

Thanks.

Well, it’s been a while since I’ve been here. And I hope I won’t upset any moderators for bumping this old thread.

I’ve been on a little Blender/design hiatus… but as most of you probably know: after a while you get that “itch” in your fingers. You HAVE to get back into it. I guess I was feeling pretty unhappy with my subpar work (okay, maybe it’s alright, but I can’t help comparing my work with “the pro’s”), and quit for a while. It’s easier to not try something, than to try and fail.

And so I got back into it. While I don’t have anything substantial yet, I thought I’d share this little thing here.




AO maps are baked from high poly, so… yeah… cheating a little bit on the hand painted part. But the actual texture is yet to be painted, so we’ll see where that goes.

Also it’s not quite as low poly as I’d like (around 7k tri’s), but as more poly’s aren’t quite the problem the used to be, I suspect it’s fine.

As always, C&C is greatly appreciated.

Here’s another little something. Working on an area… but damn… in all my years of Blendering, I came to the conclusion that I have never actually modeled a tree…


Here’s some more assets, building up a library for future use. The rocks/pilars aren’t hand painted, but I figured I’d include it anyway. The trees (actually the leaves) however, are very much hand painted (although one can hardly call that ‘painting’).

Polys per object:

Tree: 650 tris
Group of stones: 592 tris per object.


Any C&C is always appreciated!

Your work is really amazing. I’m enjoying watching this thread develop.

why cant web pages be a game. Selection, vs, out come, vs comic impact. Vs history Ha ha

@Safetyman: Thanks!

@Smokey: Because then your game would be comprised of people trolling and posting meme’s of porn stuff… also cats, lots and lots of cats.

So, some more work got done. I guess it speaks for itself.


And a continuation of one of the characters I posted a while back. Something is definitely wrong with the normal map though.


Any C+C is welcome!

So I was very displeased with the look of the trees… and therefore I created some new ones. Behold! Trees!


I’m working on a little video to show how they would look in-game (even though this is a screenshot, not a render… but still), so I’ll share that once it’s ready.

Great work! I really like the look of it. The buildings are really nice. I liked the older trees better, but the new ones are great too.