Visar inlägg med etikett Texturing. Visa alla inlägg
Visar inlägg med etikett Texturing. Visa alla inlägg

måndag 15 maj 2017

Dagger - Finally Done!


So I finally took the time to complete the dagger I started on a long while back before being interrupted by christmas and the artwar contest among other things. Anyway here it is!



I do think that my colour skills are improving, as well as my skills in the handpainted style, but I could still use a lot of practice. Should probably keep making many more of these weapons so I can really nail the style, fortunately I really like working with it. :)

Model in 3DCoat left, concept right.

I am not sure if I am completely happy with how the blade turned out as I think the concept actually looks much better, especially the colours. But compared to the textures I made around this time of year 2 years ago I would say that it is a significant improvement, in design, modeling and texturing.

lördag 3 december 2016

Handpainted Sword

Over the past 7 or 8 weeks I have been taking a class from Brushforge in handpainted weapons, where we have gone through the process from design to finished textured 3D model.

This is where I started out with my first coloured concept sketches:



During the first two weeks, a lot thanks to some really awesome feedback, it developed into this:



It is a sword that belonged to a paladin, ages ago, given to him by the High Lord. Whenever in the presence of danger it would transform and show its true power.



The modeling went pretty fast and most of the time have been spent in 3D Coat painting the textures, and I wish I had discovered a lot earlier how amazing it is for handpainted textures. I especially love the ability to export/import directly to Photoshop. I had a lot of fun painting this, and I think I have learned a lot throughout the process. Compared to the first sketches I made the end result is definitely leveled up. :)

And here it is!


onsdag 23 december 2015

Texturing

Recently I have been serving as the assistant of our environment artist, helping him out with finishing the environment assets for Lord Valac's new room. I have done a few sprites that he will use for spell effects, but mostly I have been working on painting textures.

When we felt that we were falling too far behind schedule, due to all the things we have had to redo or had problems with, we decided to write down every single asset that we need for the area that we are currently working on and organising them on a priority list. We realised that we needed to change up the way we work in order to push things out so the coders have something to work with. We also need to release builds as soon and often as possible due to the course that we are currently taking.



Modifying the work process the way we have, with letting go of our own tasks and instead working together on the same assets has really sped up the process and it feels as if we are starting to get back on track. For now it is working well, but soon we will probably need to revert to the regular way of working, in order to get assets out simultaneously. When we start working on the next area of the level we cannot work on separate assets one at a time, but rather need to work with all lowpolys simultaneously and then all high polys and so on in order to maintain consistency.



Since I had already painted Tamarrion's new textures and found a new way of working on them it was easy for me to help out with the environments. Hopefully this will even help create a more consistent level of the art in the game. It was still a challenge though, as I had to find a way of painting surfaces that are new to me, most of the textures consist of only stone which cannot be found on Tamarrion's textures obviously.



The trickiest part was figuring out how the light would hit each tiny surface from the high poly, since we want to paint in more light and shadows into the diffuse maps in comparison to the old ones. Painting the banners was more of a straight forwards process that was not too difficult with a little help from references.



The carpets were another story though, we needed them to be visible and interesting enough while still not taking over the room. They are probably, up to this date, the most well worked textures that we have in the game, apart from Tamarrion's. It was a process of trial and error, pushing the level of contrast and details further and further until we found something that looked good in the engine, but still not being overly visible so that they distract the player or create crazy bouncing lights on the characters. In the engine we have also added clipping masks to make the edges look broken and give them more of an old and worn look.



In comparison to the textures that we created during the Big Game Project, I would like to say that they are now of way higher quality. I feel that I have developed a great deal since then as a texture artist, as well as in other areas. Back then I am still sure that we did the best we could with what we had, in the time we had. That learning process combined with studying the way others work on their texture after have really helped me level up my skills and ability to create the visual style that we want to achieve in the game.

lördag 14 november 2015

Texturing

This week I started working on a new and updated version of Tamarrion's texture maps. I had to redo parts of them due to adjusting the model but we felt that we wanted to take the texturing to a new level and decided to redo them completely. What we want to achieve is higher quality textures that has a more hand painted look than I managed to achieve on the old ones. It is a challenge, trying to level up on my texturing skills, but we plan to paint more details and light into the diffuse maps to create the style we are going for.








Basically I want them to look more hand painted and have a higher level of detail and quality. It is still a work in progress but I have completed half and still have the armour to do.




måndag 11 maj 2015

Polypainting

Since the issue of polypaint not being able to be exported resolved I continued painting on the high poly model. Apart from the skin, especially the face that is the most complex part on the model, I have done little more than basic details. I have added light to all edges to make them look worn, and darkened creases.
















As we want to create a hand painted look I have basically just blocked out where it should be lighter and darker. I would have done the same in Photoshop before going into details, had I done it all by hand. I think that it does not affect the time very much in any direction. The painting itself does take a bit longer to actually paint because Z-brush does not have as easy and accurate controls as Photoshop has, on the other hand it does give me increased accuracy as i can immediately place the colour shifts exactly where I want them, or as close as Z-brush's controls let me. In Photoshop I would have to estimate, save, check Max to see how it looks, make adjustments, save, look... until it looks right.
















My conclusion from this, experiment I guess you can call it since I am trying to find new and improved ways to work, is that it is a fast and easy way to block in details. It is far easier painting on the high poly where you can clearly see all creases and details than it is working on UV templates. Even though it does take slightly longer to actually paint, it is sped up by the fact that you can use a mirrored brush so that you can paint general details on, for instance, two leg guards at once and that you can see exactly where the paint should be placed and how it looks in 3D.

Since I have only used Z-brush a few weeks and tried polypainting in it only two days there are probably many tricks that I don't know about that would give better and more accurate results, for instance sharper details. From what i have experienced so far though, I do not see that it could be an alternative for Photoshop when it comes to cleaning and detail work.





















 During the first bake the hair was not correctly baked and the high poly of the corset went missing so the Diffuse for the body had to be redone, as it got too late at night we have not been able to rebake at the time of writing this. The eyes, boots and hair decorations also look strange since they were not included on the high poly, they have been painted separately so the two maps will need to be merged. The limitations I discussed are very clear here, in particular the pants, as the paint is very blurry. It is very possible that it is only due to my unfamiliarity with how to use the brushes and program though.






















There were also some problems with the armour Diffuse, probably caused in xNormal. The belt is my fault since I was tired and merged the belt buckle to the belt on the high poly, which means the belt buckle was projected onto the belt. This is easily fixed by just painting it over, that area will be covered by the buckle anyway. The orange gaps on some parts, for example the belt, are a bit of a mystery though. If xNormal had problems projecting, or seeing, the edges, they should be white, we have no idea where the orange came from. Apart from that the armour pieces came out beautifully and it is just a matter of getting the details down.









lördag 9 maj 2015

Textures and Screenshots

This week has been busier than any week so far, especially us artists have had an insane amount of work to get done and it is not going to slow down before the end of this project. Today we had deadlines for handing in promotional material containing at least a finished Logo, four screenshots and four concept art/dev images as well as playtesting with the other students.

Screenshot created by my fellow artists
















Us artists did not get to the playtesting since we had to work towards our deadline and we had a visitor helping us out with shaders and Unity.

I have been working simultaneously on the texturing of the character and the Logo, but I have also spent time with the other artists going through lighting and the regular giving feedback as well as searching for fonts. I started out the week by doing final touches, UV-mapping the main character and the armour and exporting all parts of the low- and high-polys so that I could send then to my team mate so he could bake normal maps and ambient occlusion.

While UV-mapping the UV checker turned into rainbow war paint












When the UV-mapping was all done I got started on the diffuse maps, since I have had so much else to do I did not manage to complete them entirely yet. I have blocked in all base colours and started to add details. I quickly noticed how difficult some parts were to paint as I had to figure out how the UV-s translate to the model, the eyebrows is one example of this as she looked very surprised in the first iteration.

I did have the normal map to work from but it did not prove to be perfect, I am thinking that I should probably use the ambient occlusion map to help me out with that. I did come to the conclusion that the tricky parts would be so much easier to just paint on the model, so we went in to Z-brush and managed to figure out how to paint on the model. Late at night we felt it was time to stop and I exported the sub-tools so that my team mate could bake them. It turned out that you cannot do that as the colour did not get exported with the sub-tool.

From the colouring process in z-brush












This meant that the day of the deadline which we had planned to spend on the screen-shots alone, had to be spent trying to get the textures from z-brush and into the game for playtesting and screens. We found a solution which meant that we had to create UVs and textures within z-brush. After three hours of crashing the program and searching Google we found that z-brush cannot create UVs on a model with that much resolution. This was a major set-back as all work spent on painting it has to be done again, without painting on the model making it easier.

Very early iteration of Diffuse maps












I had to give up and hurry to merge the model with the UVs with the one that has been skinned, this meant only copying and pasting the skin layer, so that will need to have a look at. The model was then sent to a second team mate to plot to the placeholder animations before being sent to the coders to put it into the game with the unfinished textures.

The ambient occlusion and normal maps are complete and look beautiful but the diffuse maps still need work and I need to create emissive maps for her runes and eyes. This is what I will be spending my weekend on as I want to be free to work on animations and UI next week.

Both the UI and the menus need new, non programmer-art, graphics and we also need to create particles and fancy effects and feedback.


söndag 18 januari 2015

3D2 Assignment 2: Complete

After an really really stressful week with a great amount of problems mainly concerning the baking of normal and ambient occlusion map I have finished and handed in my welder. Here are some screens of what it looks like in Unreal 4.





söndag 23 november 2014

Texture Assignment Final

After getting some feedback from my teacher I decided to redo some things, including scaling down the pattern of the metal texture so that it repeated itself more times inside the texture instead of repeating the texture as many times for the same result. It did help somewhat with the problem I had wit dark patches appearing in Unreal that where not really visible inside photoshop.

The stone texture got a new normal map with deeper lines between the stones as it was looking kind of flat, I also adjusted the levels of the diffuse map which again made the texture look less flat.
















































I played around a bit with the Gloss Map and managed to make it look as if it had rained. I liked the effect but my teacher was right that those effects should rather be made in the game.

måndag 17 november 2014

Metal Texture

I have been working on a tiled metal texture over the last few days, there are still some problems with the dark patches but it is starting to look pretty good. It has Diffuse, Gloss and Normal maps attached to it and this is how it looks in Unreal 4.