I've decided to look at Valve's texture to see how they made their items, and there is a vast difference.
Why doesn't mine look like theirs.
So how I was wondering. How did they make their textures? I know they are hand painted. But what process did they go through to make their items look like the way they are?
The way I've done it was to bake an AO map and a cavity map and put colors in it. I used a hard/soft edge brush to color it in(I'm probably missing some steps).
In-game it doesn't make that much difference, but I'd like to know how they did it.
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Like, I don't know how they did the rough color map.
So basically the color texture heavily relies on sculpting and baked maps?
I was surprised at how simple the textures are though, very high quality and very simple.
Basically, paint a color, and with color picker and Opacity Pressure enabled in the tablet, you start painting and picking up the midtones resulting from the opacity changes to blend it with another color.
Take a look at the 3D Motive handpainted tutorial, it's awesome to learn more in-depth.
Basic hotkeys:
Use your numbers (1,2,3...8,9,0, 1 is 10%, 0 is 100%) to control brush opacity; pressing left alt lets you use the color picker when you have a brush selected. To change brush size use '' to make it bigger.
Having a tablet of some kind is pretty important, even the entry level tablets can do the job.
Try flicking through the tutorials here, and you'll find a lot that will teach you how to use the painting and editing tools in photoshop better. Your texturing will benefit as a result.
One other quick tip: bake out a bent normal map and copy the green channel onto a layer in your texture. Move the layer to the top, set it to overlay and adjust the opacitiy. It's not perfect, but in conjunction with your AO and so on, you can quickly do the bulk of your basic shading.