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November 10th, 2009 #1
3D paintovers..tips, tricks, info?
Im mainly a 3D artist but Ive seen some cool paintovers that made the image a very nice illustration.
Ive done a bit of digital painting but Im not very familiar with it (mainly cleanup and compositing work for 3D).
Id really like to learn how to do paintovers but I havent found much on the net about learning. Can anyone point me in the right direction, website links, tutorials, tips or tricks? Im sure there are probably different methods, Im just not sure where to start.
Is it basically sampling the colors of an image and painting overtop?
Thanks in advance!
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November 11th, 2009 #3
u 3d guys are lucky, i wish i can do it an paint over all my images with perfect perspective.... and symetry, maybe i should learn
November 11th, 2009 #4
November 11th, 2009 #5
November 11th, 2009 #6
Rice, why not go and learn basic 3d?
Google for demos of most of the main 3d apps, they all have free tutorials a Google away
3DTotal, CGtalk, they are knee deep in tutorials, go have a play with the tech.
Seriously, it's not the miracle solution you're hoping for.
The software and tutorials are basically free, the ball is now firmly in your court.
Last edited by Flake; November 12th, 2009 at 11:08 AM.
November 11th, 2009 #7
The only scenario I can think of where it would be beneficial, would be in a graphic novel where you have to draw the same character over and over again in different poses and perspectives. I think the main use for paint-overs of 3D lies in mechanical and architectural objects which are generally faster to model in low detail than to draw from scratch.
November 11th, 2009 #8
AA-ron: going from a 3d image to "paintover" still requires knowledge of form and color unless you want to apply a filter in photoshop and be done (very obvious in most cases its filtered).
The main thing you need is an idea /composition
Then find yourself some reference of what you want it to look like.
riceface: 3d isn't some magical media , you still need to know how shapes work before you can make a believable model/sculpt and not some kind of blob
November 11th, 2009 #9
Edited, because my original post could be read as me having a pop at 3d monkeys, when actually I think a course in basic 3d could benefit most people..
Last edited by Flake; November 12th, 2009 at 11:06 AM.
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November 13th, 2009 #10
That said, if you just want to figure out perspective, it could be beneficial to build a base manikin. It would be pretty much like a wooden drawing manikin, but you'll have the advantage of giving it the proportions you need and you can give it a much wider range of motion than those useless wooden things. It would take a good while to build, but at least you can use it again and again. Also, once you have it, it's not too difficult to create variants with different proportions.
You could also prepare a base head for sculpting, which will allow you to do quick sculpts of character heads. Still, even a rough head sculpt from a premade base could easily take an hour or two, so it's still slow compared to drawing. It's very useful if you want to keep a character consistant in multiple drawings, though, and you can set up a lighting scene with it as well.
And lastly, if you model regularly, you'll probably have some generic materials laying around that you can reuse or repurpose. If you already have a detailed sculpt of a generic hero, or a generic hot chick, that may be enough to quickly throw together a scene. But ofcourse, the less "tailored" the 3d scene is, the more you will have to do in 2d.