Not sure if this is the right place to post this.
But anyways. I found this video whilst trying to find a way to paint stone, I am working on finding techniques to texture a weapon for a game, and I need to keep the style fairly similar. This is what the stone looked like in the video:
I have no idea how I would go about creating this effect. Its similar to the style I am trying to imitate:
I am going for a more rough/bumpy style sword, the texture above is from a fairly smooth stone blade.
Here is the model I want to texture:
I also have another question (sorry)
I want to make this look like a blade which is chiseled out of a piece of stone, would it be best to create the high poly model and then just add a tileable texture on top, or should I do the high poly model and paint the texture directly onto it?
I will be using mudbox for my high poly model and for some of the basic texturing
Replies
Would using something like difference clouds on top of a mix of areas of different color shades create something good?
https://www.youtube.com/watch?v=c_GWVez_UHM
Ive seen the Jamin Shoulet videos, they are very good. However the colours in the video are a bit wierd so its hard to see exactly whats hes doing
How do you paint any other textures? Look for pertinent details, list them, then try to paint them in. It's got hollows and little chips, large scale soft hue variation from the stone and some white areas where it's chalkier/chipped. Block in large shapes first and then refine them, and layer. Pay attention to soft/hard edges and how lighting works in the original. And try to work from better reference than that, that image is a potato
Would you suggest painting a tiling texture and then putting into directly onto my high poly sculpt, or would you recommend texturing the low poly and then just baking the high poly to a normal map and adding that?
I am not sure if I should just use a single texture and apply it to the model, or model the high poly and paint in details according to the sculpt.
You'd only be painting over one of the bakes (take your pick, I'd probably use a matcap that looked closest to what I wanted) then the height/normal/ao/etc would be used to quickly generate masks to make painting it faster.
This type of workflow was outlined in some detail here by Fanny Vergne: http://www.zbrushcentral.com/showthread.php?180773-Texturing-Siege-Of-Orgrimmar-World-Of-Warcraft
And I believe also in Vertex 2 but I haven't gotten a chance to look at it yet.
http://wiki.polycount.com/wiki/TexturingTutorials#Painting_Stylistic_Textures