Hello all! ![]()
Here I want to speak about “handmade” textures.
I have long been concerned about this issue. Its start when I began to work in video games field. And I think this problem is familar to many of 3D artists.
In a nutshell, this problem can be described as follows:
Textures that made on the basis of photographs in many cases difficult to reconcile with the design of the game. This is very much in fantasy games, where they are especially stark contrast with the models. But worst of all when the game design have more or less cartoon style.
So I started to look around and think. And now I tend not to use photographs, but all textures to paint in Photoshop. Even when I am doing texture for grounds, grass, trees, metal …
Here some pictues. You can see the difference: On picture number 1 I used texture of grass that was made with help of camera. On all the other pictures I used textures that I painted myself.
For me there is no doubt that the cartoon spider, which is used painted texture is much better combined with the backround is using painted textures.
Besides of this painted textures have another huge advantage. They can be easly modifed and adapt for many purposes. Since all elements are at different Photoshop levels, textures can be changed as wanted.
With only one such texture 3d artist can create different variants and moods in 5 min. From very natural to very fantastic. From very happy to very depressed ones. (Drawing Number 6, 7 and 8 use the same texture that you see in the picture number 2)
In my opinion these all more than offset one lack of such textures. This lack is: its takes a few hours to make such texture depend on complexity.
Will be glad to hear you opinion, guys. And sorry for my English. Hope its understandable at least. ![]()
P.S. Posted pictures I made in 3D MAX. But I am sure that all I was said will be true for Unity as well.
Spider has 3 textures (diffuse, specular and normals), All ground materials use 2 textures (in diffuse and specular channels). Scene has 2 lights: main light from above/front. And light that influence only on ground specular from the back/above.









