Fanny - What a beautiful and awesome artwork - thanks alot for sharing
and for the minitutorial!!
Youre one of my top inspiring artist at polycount please show us more.
Cant wait for the next Vertex
I love working with stone and this is truly gorgeous to look at! Thanks for sharing, those sculpts are amazing! Did you use Orbs cracks for your ZBrushing btw?
Hello guys !
This is some textures I did for the new WOW expansion, Warlords of Draenor.
I was more a modeler than a texture artist on this one so I don't have a lot of textures to show unfortunately. I especially worked on the Skyreach Dungeon and a lot of Draenei buildings. I hope you will enjoy it !
You can see more of my work on my website : http://fafart.blogspot.com/p/warlords-of-draenor.html
Really nice work.
One Question: Do you use Spec Maps in WoD?
I thought in the past Blizzard used only Diffuse but I saw some reflections ingame which looks like spec maps (e.g. at the golden hawk-figurines at the spires or arrak)
Really nice work.
One Question: Do you use Spec Maps in WoD?
I thought in the past Blizzard used only Diffuse but I saw some reflections ingame which looks like spec maps (e.g. at the golden hawk-figurines at the spires or arrak)
and yeah, Wow uses some sort of spec/reflection map for shiny stuff like metal/glass type of stuff.
I dont think its a classic spec though, if I recall there is some fancy shader stuff going on there, but might be wrong, have not played wow for a few years now.
Awesome. Really awesome.
I wish more people who worked on Draenor would post their portfolio links/work around here, haha. I love those textures and shapes! Good work!
I'm super happy that you're posting your work on Warlords here. As someone who wants to work at Blizzard, seeing these breakdown shots and WIP images gives me some insight on how you work. Awesome job and thanks for posting these.
I don't play WOW but out of curiosity, what maps do you use in-game? Diffuse being the obvious one.. I'm just wondering about lighting mainly, do you use normal maps? Or some kind of baked lighting information? I'm trying to do some hand painted environment work at the moment and short of using more polys or normal maps I'm not sure how to go about hard edges with real time lighting.
Hi
Thank you for your comments guys ^^
About my texturing process, few months ago I did a tutorial in the second Vertex magazine : http://artbypapercut.com/
I assume there is a low poly version of the mesh (the top left in this image), which is then bought into ZBrush and sculpted. Do you extract the normals from xnormal? I assume the low poly is just unwrapped and the texturing is done based on the diffuse map generated at the time of baking. Just trying to get my tiny brain around the workflow when you don't just bake against a flat plane, like you do for floor tiles and the like.
I would like to share with you my work done on World of Warcraft as texture artist for the new patch "Siege Of Orgrimmar".
I used Zbrush to create my textures and I also work on the loading screen, some concepts art and icons.
Hope you'll enjoy it !
TEXTURES
Some other textures for other zones or patches
as you can see there is a zBrush hipoly created, which then is baked in xNormal onto a lowpoly. There are no normal maps, but a heightmap. The AO map and or cavity is usually used as a layover for the low poly and is the BASE for the hand painted texture. so it would be:
- make highpoly
- make lowpoly
- bake AO, Cavity
- hand paint texture AO/Cavity asa guideline and overlay
- also baking an normal map and extracting the inverted greenchannel (only the green channel) and overlaying will give smooth lighting on top of the object
for the tileable textures RENDERS of planes are used as base for the lowpoly obejects.
So the tile is sculpted on a square and rendered in the different passes which are the
base for texture painting and used as overlays and so on.
Saying this is amazing work would be an understatement!
I would love to see a complete workflow eg. speed sculpting - baking the textures - layering them in Photoshop and a speed paint.
Please share, im a 3D artist myself but not nearly on the level your on and seeing how you get the results you get would help me, and im sure others alot.
He can make a deal with digital tutors, then they will finally have something worth while to sell and call professional tutoring and Ill buy it right there and then.
@Faf : AWESOME! I love the tutorial to death but there's alot of steps that are hard to follow, especially setting up the composite etc. The custom matcaps etc.
Creating a gumroad sounds fantaaastic! Looking forward to it!
Tutorials I need TUTORIALS! This is exactly the art style I'm trying to achieve, there are plenty of tutorials out there for things like rocks and weapons but I'm struggling with dirt and grass at the moment, that out of the way this is fantastic work.
Replies
and for the minitutorial!!
Youre one of my top inspiring artist at polycount please show us more.
Cant wait for the next Vertex
This combination of hand-drawing colors and 3D sculpting technics is NUTS - i freaking love it
Thanks for showing and throwing up the tutorial too.
Really nice texture work, Definitely kept with the style!
This is some textures I did for the new WOW expansion, Warlords of Draenor.
I was more a modeler than a texture artist on this one so I don't have a lot of textures to show unfortunately. I especially worked on the Skyreach Dungeon and a lot of Draenei buildings. I hope you will enjoy it !
You can see more of my work on my website : http://fafart.blogspot.com/p/warlords-of-draenor.html
Textures :
Modeling :
Videos :
http://youtu.be/0rtpNWReYwc
http://youtu.be/FnrnvngO1-U
One Question: Do you use Spec Maps in WoD?
I thought in the past Blizzard used only Diffuse but I saw some reflections ingame which looks like spec maps (e.g. at the golden hawk-figurines at the spires or arrak)
WoW definitely uses spec maps.
and yeah, Wow uses some sort of spec/reflection map for shiny stuff like metal/glass type of stuff.
I dont think its a classic spec though, if I recall there is some fancy shader stuff going on there, but might be wrong, have not played wow for a few years now.
I wish more people who worked on Draenor would post their portfolio links/work around here, haha. I love those textures and shapes! Good work!
T.
Love your approach on texturing for WOW
Keep the awesomeness!
Thank you for your comments guys ^^
About my texturing process, few months ago I did a tutorial in the second Vertex magazine : http://artbypapercut.com/
Hope it will be helpful
Thanks so much for sharing again
It's crazy to see the gap between vanilla environments and new ones (10 years already )
http://wiki.polycount.com/wiki/EnvironmentSculpting
Using this as an example.
http://2.bp.blogspot.com/-6d907Ft-eKw/VGg8XUqM7aI/AAAAAAAAAZk/JMWyA1oboBk/s1600/6.0_draenei_arches.png
I assume there is a low poly version of the mesh (the top left in this image), which is then bought into ZBrush and sculpted. Do you extract the normals from xnormal? I assume the low poly is just unwrapped and the texturing is done based on the diffuse map generated at the time of baking. Just trying to get my tiny brain around the workflow when you don't just bake against a flat plane, like you do for floor tiles and the like.
Sorry if this is a confusing mess of a question.
i think there is a quite good breakdown on th efirst page like here
as you can see there is a zBrush hipoly created, which then is baked in xNormal onto a lowpoly. There are no normal maps, but a heightmap. The AO map and or cavity is usually used as a layover for the low poly and is the BASE for the hand painted texture. so it would be:
- make highpoly
- make lowpoly
- bake AO, Cavity
- hand paint texture AO/Cavity asa guideline and overlay
- also baking an normal map and extracting the inverted greenchannel (only the green channel) and overlaying will give smooth lighting on top of the object
for the tileable textures RENDERS of planes are used as base for the lowpoly obejects.
So the tile is sculpted on a square and rendered in the different passes which are the
base for texture painting and used as overlays and so on.
Height maps then add geo
I would love to see a complete workflow eg. speed sculpting - baking the textures - layering them in Photoshop and a speed paint.
Please share, im a 3D artist myself but not nearly on the level your on and seeing how you get the results you get would help me, and im sure others alot.
Skodone explained the process pretty well
I've done a tutorial in the vertex magazine n°2 that you can find here :
http://artbypapercut.com/
And I'm planning to do a gumroad about my process but I have to find the time to do it properly xD
Creating a gumroad sounds fantaaastic! Looking forward to it!