View Full Version : DS art practice
12 December 2006, 08:39 AM
Hey all, Its been a looooong time since ive posted any artwork and this 1st post is pretty weak just a 15 min practice idea i decided to throw down. I have been meaning to practice some super low poly / texture size stuff as i have never really liked to go below 256 before :P so here is the 1st of hopefully a couple portable style models im gonna toss out in the next couple days of my holiday. major inspiration from Tennis's DS/Cellphone model thread that is some awesome work. please fire out some crits
Crate ( :P its a classic...) 15 mins
a quick turn around
rendered out at ds screen size and probably the size it would appear in game
and finally the texture itself a 32*32 map
any suggestions on how to spice it up or improvements giv'er!
12 December 2006, 12:04 PM
it looks a bit bland.
Your choice of color also does not really do this justice.
id go for a darker shade of wood.
12 December 2006, 12:11 PM
Agreed, it needs more contrast in the colors. ^^
12 December 2006, 07:35 PM
I took the liberty to quickly edit your texture that might already look a bit better
12 December 2006, 09:34 PM
Yes. And for DS i think you shouldnt render the turn-around with AA, it looks sort of blurry now.
12 December 2006, 01:27 AM
wow! thanks for the great replies and paint over Dennis that looks dope, i tried it out and looks 100x better. was far to over saturated and bright before....hopefully the result of a bit too much xmas eve ale...:P quite putrid what did you ajust to get that? levels or play around with brightness/contrast?. thanks for the great feed back mates
12 December 2006, 09:47 AM
First of all i played around with the contrast.
Used the burn tool to give more accent to the creases.
The desaturated the image
Overlaid a dirty concrete photo to get a more grainy look (wood wont work for such small textures)
Saturated the overlay layer and voila.
12 December 2006, 03:59 PM
Do remember that the ds doesnt provide texture filtering, so more contrast => ugly when far away.
ps. you might be able to mirror your textures so that a 16x16 is enough (but that will remove the lighting from the top left corner)
12 December 2006, 09:10 PM
awesome feedback guys. here is an updated texture (not a copy paste of Dennis's) im still amazed at the amoutn of feedback for something so simple :P
Dennis: thanks for the info on how you changed it up, i tried to mimic yours in the updated texture by doing similar thigns, adjusting contrast, desaturating, and added some color breaup with the penci tool and adding some off color pixels here and there. thats a great idea about overlaying concrete texture, i didnt think it would make a difference at such low res but you have proven me wrong. thanks for the help mate
Ojah: good point on the texture filtering. right now i don't think its too contrast as to look terrible from far away the colors are rather muted. before when it was almost glowingly orange i wholly agree with you.
Finally some updated screens and such. time to move on to something a bit more challenging, although ive learned tons from this simple cube :D
12 December 2006, 10:04 PM
Great improvements! I have some very minor suggestions though:
*Get rid of some of the yellow pixels, some of them are too bright I think
*Layout the wood differently, I think the current layout looks a bit weird/impossible ^^
I also think it will "tile" better with the other sides if you re-layout them
12 December 2006, 10:11 PM
excellent suggestion mate, that was one thing i was indecisive about, ill change it right away. thanks for the crits
** note when I update it the images above will auto update as they are pulling from my sites gallery
12 December 2006, 10:56 PM
some crisp single pixal drop shadow around the planks to push the under panels back in space could possibly help.
make sure highlights are in the right spot according to a light source.. as is, the lighting is being cast in different direction on the same surface.
also :hint: u dont need to always use White (tints) to make something brighter, making a saturated/warmer version of the color can achieve the same effect.
a limited pallete along with tighter pixal treatment, heighten edge quality, is a direction i prefere but not needed
12 December 2006, 11:50 AM
Wow, surprising how this is coming along :)
Starting from what looked liked a weak post, it turns out to be simple, but meaningfull and interesting.
This shows that using the scanline to "simulate" what a RT model whould look like on 3D Hardware is not always a good idea, unless the irrelevant features are disabled.
This stands for DS, as well as Next Gen, imho.
I think mainly about transparency, that became a real technical issue, especially for modern hardware renderers (wrong sorting, poor shading scheme, ...).
However, as Falcon stated, we can always learns from a simple cube :)
Next step would be to use vertex color to add some volume / shadows.
DS does handle vertex color, right ?
12 December 2006, 10:47 PM
thanks for the awesoem comments.
Fraa: the initial use of scanline was crap i agree. however if you turn off texture filtering and AA the rendered result is almost spot on to what is displayed in viewport. realtime grabs are better though i agree with that. i certainly learned a lot with this simple excersize
12 December 2006, 10:37 AM
All that low poly stuff is very challenging in terms of texturing and polycount.
I cant wait to start working on psp stuff:)
Good luck with other props you might have in mind falcon
12 December 2006, 10:37 AM
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