Starting Basic

So really I thought I would start with the most basic method of hand painting textures that I know of and that’s just making a basic model in a 3d modeler program (maya, in this case). From there I will take a snapshot of the UVs and paint in the texture in Photoshop.

However, since I really had no clue what some tips and tricks of how to go about designing models and then painting them were (yes, even rocks), the first thing i did was go find tutorials to watch.

After google searching how to hand paint 3D objects, i came across a tutorial on Udemy.com called “Hand Painted Weapon”. Its a tutorial by Tyson Murphy (lucky for me, someone who used to work on World of Warcraft), that I took a bunch of notes from which ill post here;

     “Hand Painted Weapon – by Tyson Murphy

Maya, Photoshop

Tools

  • Create Polygon tool
  • Multicut tool
  • Insert edgeloop
  • Merge
  • Mirror
  • Collapse
  • Extrude

Modelling

  • As low poly as possible
  • Outline silhouette
  • Include edges -> raise them out for depth
  • Mirror Half of objects, saves texture space

MayaWeaponScreen

UVS

  • Keep uvs economical, uv space used as widely as possible
  • Set up so its easy to paint *MOST IMPORTANT* is ease of painting
  • Align uvs to straight lines (align tool edges)
  • This saves space and makes it easier to paint
  • Smooth Uvs, relax/unfold
  • Don’t overlap some things; light affects them differently if they are in different areas from each other (example, little spikes on sword)
  • Little bit of stretching is ok when its on a non focal point, and is going to be mostly hidden
  • Keep shells in direction object faces
  • Small objects can be a little bigger for ease of painting, wont notice texel density difference on smaller objects
  • Allows for more detail to be seen anyway
  • Don’t place objects too close together, paint will bleed onto other shells
  • Add uvs as material in maya and turn up ambient light so you can see how your painted texture is working without default lighting

WeaponUVS

 Painting

  • Take uvs to photoshop
  • Invert layer
  • Blend mode to multiply
  • Select empty space, invert (so all islands are selected), fill islands,
  • Then go to Select, Modify, Expand (by 5 pixels)
  • This allows space around your island selections so your edges don’t show in-engine
  • New Layer underneath Uvs, fill with warm gray
  • Add psd file to maya model so you can update regularly and see how it looks in 3D

Setting up Brush

  • Use normal, round hard brush
  • Pressure sensitivity -> pen pressure, minimum diameter ~45% (so brush doesn’t get too small when painting lightly)
  • Use Mask Layer to keep w/in border
  • Control H to hide selection ants, keeps object selected
  • Uv layer opacity low, so lines don’t get in the way (~20%)

Values

  • Use values to trick mind it’s a 3D object
  • Think up imaginary light source, with a sword its easy to use top-down
  • Planes facing light – lighter, facing dark – darker
  • Blend as you go using eyedropper, or can use smudge tool
  • Use darker colours first for awhile to bring out base values
  • **Need a large range of value to be able to sell the object as believable**
  • Switch to high value light, use navigator to see entire object
  • If texture looks good flat, with no lighting, it will look good in game
  • If your value changes, you want your hue/saturation to change
  • Don’t just change a colour from light, and go straight down to the dark version of it. Change its hue a bit while darkening. Its more realistic and dynamic.
  • Don’t value everything the same, imagine LIGHT FALLOFF
  • Gives you gradients on same planes. More dynamic
  • If your values are wrong/not working, adding details wont help

Edges

  • Usually lightest spots
  • Highlights are not always where light source is directly hitting first, its offset
  • Don’t rely entirely on the colours on the canvas/concept. Sometimes a bit of spontaneity, or splash of colour, is good
  • Paint Occlusion
  • Darken edges where object meet
  • Stay with LOOSE STROKES -> keeps values on point
  • Add some wear to edges

Details

  • Small, dark brush, add scratches
  • Small details are good to further define light source
  • Highlight edges of scratches/details
  • Smudge dark colours in, looks like dents and it adds colour variation. Highlight lightly
  • Make sure not to over detail, keep areas of focus
  • Overlay Layers
  • Gives variance in highlights (not all highlights are same)
  • Multiply Layers
  • Gives variance in shadows, darker right next to where light hits
  • Add extra bright highlights to increase shine in metal objects (small touches)
  • Colour Dodge Layer
  • Brings out light areas, pops highlights
  • Rough strokes
  • You have to guess where objects are sticking in for ambient occlusion/ trial n error
  • Filter -> blur -> Gaussian blur
  • Some faces would technically be lit the same; still good to slightly change it for variation

Final Touches

Check Forms

Check Highlights

Direct reflection of light source from surface mat to eyes

Highlights located on ~45% angle between viewer and light source

Check Shadows

Define depth

Deep spots get no light; darkest moments

Detail; add more if needed

Bounce Light

Bounce colours between objects to show connection

SwordnShieldTexture_1024

Looks pretty good to me. Moving forward, I tried to really keep these tips in mind when modeling (low poly), setting up the uv’s (this really matters, as i find out later), and of course painting everything.

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