So for the past couple weeks I’ve been working on my senior team project with a 5 other students, (2 artists 1 designer 3 programmers) creating assets for a side-scroller in Unity. Since I’m doing all the environment assets, I went about making some tiling textures and then making the assets based upon the textures, which is a workflow I had never tried before. I’ve been very much inspired by all the handpainted assets I’ve been seeing recently, and figured this would be a good time to take a stab at doing some of my own and am looking for some feedback on these. I banged these out really quickly, and just moved onto the next one when I got stuck. As of right now, the only uniquely textured assets are the two banners and the bible.
I don’t have any shots of them all put together in-engine yet, but I’ll make sure to get those up soon. Also, if y’all have any cool resources for unity shaders/nifty tricks to making things look pretty, I’m all ears. I’ve got very little experience with this engine.
All of these shots are from Marmoset for now, and I’ll be posting updates of screenshots with the modular pieces all put together!
Ha! Thanks a bunch guys, I’m glad you like em! To be honest, this is really only my second shot at doing any sort of hand-painted texturing, and the first stab at it was with a character (can be seen on my portfolio, the technomage)
So I’m kinda just bumbling through it myself. I posted this same stuff over on polycount, and i’ve gotten some really good suggestions on how to fix these up to really make em shine. I only spent around 3 hrs per texture, so theres definitely room for improvement on these. Theres plenty of tutorials, but yeah, comes with practice.
I have seen that working in larger resolutions with the goal of reducing size to get added detail is one method. Is that one of the methods you used? Currently I hand paint some things and throw it through about a dozen filters and layer masks/blend settings in Photoshop to add more details. I would guess that’s why I haven’t been satisfied with my textures yet. Do you avoid filters completely or use them from time to time?
TehWut: Thanks! I had some fun starting these out, and feel that they are starting to get across the feeling I want, but definitely need a lot more work. Yeah, these are to be used in a game I’m making with a small group of other students.
MakerOfGames: I always work at twice the resolution that it will be in the game. Like you said, its easier to get those details in at a higher rez, and then downscale them. I started out just throwing down some interesting shapes with a few custom brushes, not really knowing where I was gonna take them, and then just started chipping away at em. I avoid filters, but I do use a lot of layer masking for quickly selecting areas of the texture, like the grout in the brick. I do mess around a lot with different layer blendings to get some ‘happy accidents’. Like I said though, I’m really just a n00b at this, and kinda just dove into it.
Hi,
I like the results much !
I am currently making a batch tool, texture atlas + mesh merger + material merger and I try to create some example files.
I am very interested in creating a modular environment, where assets can be reused. Your assets are fantastic !
Could you please post the wireframes, so I can understand the underlying geometry ?
Could you please propose some sources where I can learn more about modular asset creation ?
especially on the stairs and the last stone arc.
for the wood, try using fewer but bigger details and higher contrast.
and use normal maps, they can make a huge difference even for painted textures.
heres a nice example and a thread with some great advice regarding painted textures
Hey there guys! Thanks for the kind words of encouragement! I’ll try to get some wireframes up here this weekend when i’ve got some time. As far as the modularity goes, definitely check out:
And if you can fork up the money for this, it is absolutely stellar:
As far as tutorials go for hand-painting stuff, google will give you some good ones, and the polycount wiki texturing section is a golden treasure chest of goodness: http://wiki.polycount.com/TexturingTutorials
Other than that, I’d say practice is key, but I feel thats kinda hypocritical since I haven’t really practiced much. Look at the resources available to to, gather some reference images of real life objects to extract the details you like, etc. More than anything else, I’d say just dive into it and do it, instead of just thinking of doing it.
Feel free to ask any other questions, and I’ll be sure to update my progress with some in game screenshots and some wireframes. Once again, thank you all!