出典
here is the end result with this method. notice my painterly colors are above the base pass but below the realistic effects pass (ao, edge chipping, gradient). this ties all the colors together and grounds them imo.
I've made some new pieces for the Rytma project, and recorded / narrated over the whole thing to turn into a course. If you were ever curious about my process, this one might be helpful! https://t.co/cizb3LLwC1
hey #PortfolioDay ! i'm ali - an artist from turkey, and i'm slowly working with some friends to create a game set on an idyllic mediterranean island. everything is very wip and i wanted to wait a bit more, but here we go, first screenshots! #UnrealEngine5 #gamedev #indiedev
more textures and details #gamedev
on top of this, i do an effects pass that mimicks stuff like ambient occ darkening, edge lightening, gradients, subtle sharpen etc. i also like to add a baked-in bounce light that warms ground facing surfaces and cools top facing ones. works for me bc i use these assets outdoors
(1) i use tri-planar projection to project one of these textures on top, adjust the hue/saturation/brightness to fit better with the underlying base pass, then hide all of this with a black mask. after that it's just a process of grabbing your fav brushes and painting this in.
here is the end result with this method. notice my painterly colors are above the base pass but below the realistic effects pass (ao, edge chipping, gradient). this ties all the colors together and grounds them imo.
designs for the main character, very wip yet. still has some design problems to be solved, most likely will have to switch to something that leaves the arms exposed all the time, otherwise the clipping will be a nightmare. #characterdesign
some moods
also, initial concepts and vibes
some albedo views as well, i plan to do another pass on the textures to add more defined details.