Tried giving this character “old school” baked shading and highlights with a manually painted vertex colour layer

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Tried giving this character “old school” baked shading and highlights with a manually painted vertex colour layer
(via Marching band - 3D model by chl03d)
Finally managed to fix my Marching band piece.
Here it is fully finished! :)
Comme promis suite a mon fanart de Vanitas, je le modélise ! :D Voici également le Wire pour les interessés. J’ai pris beaucoup de plaisir a texturer car je l’ai de nouveau fait sur le mesh. Il aura des cheveux dans le prochain post ne vous inquiétez pas x) Je parlerais aussi un peu des images de références la prochaines fois
Bye ~
My little baby boy =…) I did vector painting and I’m experimenting with polygons for detail (since I didn’t UV).
Walking Sim - Week 5
I fixed up the vertex paint of the bath and sink, since it lacked depth in fully white flat colours. I think the end result looks good. :3 I also vertex painted the floor and gave it a checkerboard pattern and repainted the walls to make the bathroom feel more like a separate area (I might actually do that for the bedroom as well now that I think of it :/ ... ) Overall the game now looks really bright and vibrant and I really like it ^.^ Makes it look fun and quirky :3
I added a horrible stock image texture to the fake window to add to the fakeness of the house. It looks horribly out of place and even has watermarks on it. :’) In my head aliens can’t really be bothered to search for a nice fake view and literally just googled ‘window with view’ and grabbed whatever image they thought was halfway decent. :’)
I also made a couple planets for the space view since they are literally spheres with whatever I fancied making as additives. I real quickly made a couple flat colour textures in photoshop to decorate the planets. There are also small stars visible far off (just small white specks) added to the scene with a particle effect.
Began work on the body for one of these fellows.
This torso is made with a 64x64p texture map, like the heads.
As usual, there’s no materials used here (solid textures with vertex paint only). Vertex paint is really good!
UPDATE: Added front/back view, UV layout and wireframe
Jared
So I finally got around to modelling Jared, our protagonist. Modelled after Saskiana’s sketch. Originally he was more humanoid shaped but after talking to Ben and Alex they felt we should keep him more simple and ambiguously shaped. We felt a simple Rayman esque style would fit the game and overall aesthetic whilst making future animations easier to do.
I’m happy with how he’s turned out and feel he fits the game perfectly.
Still running the gauntlet at work of being a one man graphics department (for a whole year now, reminder to self: ask about that raise or start updating your portfolio). Learning new stuff is always nice, tinkering with vertex painting and shaders. This one lets me use three separate textures with their normalmaps and speculars blended together in a single material (Sorta like the Unity terrain shader but with custom meshes). Right now I’m painting the vertexes in Blender but I’m pretty sure there’s a plug-in or two for Unity.