Hey everyone,
I got a task from a friend of mine to hone my skills.
He wanted me to mimic this awesome concept by
xin xia as close as possible
Big thanks to Peet for pushing me to do this and all the feedback
Pretty happy with how it turned out :
and here is a fancy progression gif
Replies
tda haha thanks!
fixed the link appreciate the note ^^
which was also a good exercise since I'm not used to paint that loosely
I used two textures one for the ground 2k and for the house 4k
Since all the light is painted in it's really big =D. the texture sheet itself is a total mess. I didn't bother to much making a proper layout since resources weren't particularly important for this exercise. Painted most of it in 3d coat. Although I cringe every time i see the UV layout ;P
so don't judge me on the following =D
But as a potential game asset unfortunately it would be a fail. Barely any reuse, very high texture resolution, very high vertex count, lighting all painted in, etc. It's really only appropriate for rendering, or as a painting exercise like you said.
It does demonstrate great painting skills, and some good modeling too. Very pleasing to the eyes!
An intresting train of thought though:
I guess I could achieve similar results with lets say a 1k or 2 k texture atlas especially with the help of a tech artist and a decent lighting setup.
Considering that normals usually take 4 times more memory than diffuse due to different dataformats you need and this also doesn't use any other maps like roughness or ambient you would have some aditional memory you could allocate there. Not accounting In LODs
I would say 8 k for a building is on current gen not really an issue. You can run easy +2mil polys on screen nowadays although for arguments sake let's limit the polycount to 500k just for environment ( was the cap on my last project ). This would mean you could have 60 of those on screen without accounting LODs.
I'd say with a modified version you might actually be able to do game rdy stuff. Especially for lets say adventure type games or some top down stuff.
Personally my biggest issue is that the painting will take way to much time and renders it very inefficient for production. So either you have a bunch of super fast capable painters on the team or well you go for the regular tiling setup. But honestly I think it's possible to make a game with these visuals with slight mods of course and a less ridiculous UV layout XD
@blankslatejoe 3d coat is amazig. You can do lots of fun stuff with it. Just wondering I think we've briefly met on the G4G booth this gdc? You've been reviewng stuff there too right?
=D thanks, the contest sounds awesome but I'll be joining the wow dungeon team next monday XD
And gratz, and all the best for Monday !
brianshray & agitori thanks, and thanks.^^
Freemouse to be honest I've had no clue that 3d coat had brush aplphas when I started, so i was 70/80% in when I discovered that Feature. Till then i used mostly the default brush and photoshop projections. After I realized how stupid I've been I've used the soft round one and the hard edged one. I do have a few noise brushes in photoshop that I used on a couple of occasions.
@blankslatejoe
hah i knew it ^^ remember you showing some stuff to peet hope all is well!
Warms a viking's heart