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August 6, 2012
1.3 MB
1920×1018
Sta.sh
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Comments: 67
Favourites: 331 [who?]

Views: 8,298 (19 today)
Downloads: 154 (0 today)
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:iconsamdrewpictures:
This is the first time I've done hand painted textures in this style in a long time, or maybe even ever. Ignore the bits of wasted UV space, I am saving them for another part of this modular stuff I'm building ([link]).

20/03/2012: I am working on more for this now. I don't know where all the views or favourites on this even come from but thank you for them c:
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:iconsonylisation:
~Sonylisation 5 days ago  Hobbyist Digital Artist
Really nice! Like the handpainted style and the warmth it gives. Nice to see the UV map too!

May i borrow this UV-map for self-educational purposes? Havnt done much uv-mapping or more than some very simplistic artwork before.
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:iconsamdrewpictures:
=samdrewpictures 1 day ago  Professional Digital Artist
Thanks, and sure of course you can. Here's the UV map without any textures on it if that helps: [link]
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:iconflubberhh:
i like this art.
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:iconemjer:
Great model, nice cartoon style painting. In what did you paint the texture?
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:iconsamdrewpictures:
=samdrewpictures Apr 6, 2013  Professional Digital Artist
Thank you. I used photoshop cs5 or 6.
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:iconemjer:
Do you have some guidelines you follow when painting that style of texture? Or what aspects are imortant to take into account? I was trying to achieve that very same style, but it was harder than I thought since I couldn't really find any guides or tutorials.
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:iconsamdrewpictures:
=samdrewpictures Apr 7, 2013  Professional Digital Artist
Yeah, I do have a specific method I follow (for wood at least). I start off by making a rough mesh in Maya and then putting it in zBrush and sculpting it, I keep it pretty basic and don't put much detail into it because I prefer to paint that in myself later. It turns out looking like this [link] . It's mostly just to make the silhouette more interesting and help define the shape of the planks better. I retopologize it and UV it, then bake the normal, AO and Cavity maps in xNormals.

When it comes to painting itself I start with a pretty dark base colour, and then (with a hard brush that has its opacity controlled by pen pressure, at about 80% opacity and 60% flow) I paint some lighter parts in the middle, fading out towards the edges. I go back to my dark base colour, make the brush a lot smaller and start painting the detailed bits. I never learnt this part anywhere, I just kind of did it one day and it worked well enough. I get a lighter colour and paint some highlights around the edges and then highlights around the dark detail bits I painted (where you paint your high lights depends on your light source usually). Then I paint some subtle purple in the darker areas; you don't have to use purple, I just think it looks nice. Any dark colour will do and it will probably depend on the mood of your environment or whatever.

The rivets are pretty simple, a grey dot with some wear around the edges and then underneath them I put a dark soft dot to give some fake ambient occlusion on the wood. Then I enable the AO and cavity maps and fix up anything that needs fixing.

This was probably a fairly confusing explanation so hopefully this gif helps make it make sense: [link]

Hope this helped!
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:iconemjer:
Ah thanks for the great explanation, and the clear image. I assume that for other materials like metal and stone you can use a similar method with different colors and some experimenting?
Many many thanks! I'll show you what I come up with.

Currently I made this cannon, just need to texture it. [link]
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:iconsamdrewpictures:
=samdrewpictures Apr 14, 2013  Professional Digital Artist
Rock is fairly straight forward, I use mostly the same process except with less detail I guess. I'm still figuring out how to properly paint metal, to be honest. I haven't been happy with what I've done so far. That cannon looks really cute, I like the exaggerated style of it. Let me know how the texture turns out. Sorry for the late reply by the way.
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