To be clear, I'm an aspiring 3D artist and I have yet to try making some stuff on my own. I know bits and pieces about the process behind the creation of characters and scenes and stuff, but there's one part of it that I still don't understand. The Texturing. The thing is, I can't look up and watch an online course because 1: Most of them are pay-wall'd and 2: I have no way of paying for it, so what's left are some crappy, not up-to-date tutorials. Anyway, I would love if anyone of you in the community, especially the pros that work for the top-notch videogame/movie companies, could give me some in-depth insight on how you work with textures. I'm not asking for a tutorial, just explanation. Thx in advance
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So my advice would be to have a go at something and let people here critique your work, old tutorials would still be helpful for you to watch - theres no quick way to learn this stuff. Everyone starts off in game art not knowing what works best and how to make something really look good, that just comes with years and years of experience and hard work learning and pushing ourselves.
Making textures in photoshop or substance designer or painter or quixel suite or any other tool all require a good artistic eye for detail and form and style. There's no perfect way to make textures that game artists all follow, different studios use different software but I suppose its good form to learn how to use substance painter or quixel as those are becoming more common these days.
Im not claiming to be super pro or anything but Ive worked on video games for about 7 years so Ive done my best to answer you anyway.
Textures are simply put, an array of vectors. a vector being (in this case) a method of storing four float values. The values stored per vector are x,y,z,w or, r,g,b,a. The number of vectors is equal to the width multiplied by the height of the texture, in pixels. These relate to your model, by way of mesh UV's, or UVW coordinates. If you imagine that a vertex has an x,y,z coordinate in 3 dimensional space, then UV's are the coordinates of that same vertex in 2 dimensional space. U = X, V = Y. A 'fragment' or pixel shader will assign the texture to the mesh based on these vertex coordinates in their relative spaces.
Textures don't just have to be used as a way of conveying material data on a model either. You can use them for a lot of mathematical processes too, usually in the form of "look up textures" or "LUT's". If you consider that each pixel in a texture can store 4 float values between 0 and 1, then you can potentially store a ton of data in a relatively small texture.
I'm going to be completely frank and say that that amount of work, at the quality you're describing, isn't doable for a single artist. Not even the most seasoned professionals often hade the reach to work on both Characters - Props and Environments at the quality you're talking.
Death Stranding and Uncharted have big teams of extremely experienced professionals. For someone who is asking the question "how do you make textures" this isn't feasible as a project.
I'd consider doing something smaller, like a single model to start out.
Or start with the small model and then when you understand the workflow and when you've re-done that model until you're at the quality you want, you can move on to something else, but probably have a better understanding of the workload and why the huge scale of the project isn't really going to be doable.
I'm just kind of assuming that you're not very experienced with game art, and everyone dreams big and have huge ideas when they start out, it's very common ^^
The wiki goes through that as well, but in the context of game art: http://wiki.polycount.com/wiki/Texturing
If you don't have enough cash to go through a full course then consider getting gumroad tutorials. They're generally cheaper but still valuable since they come from people that work in the industry (but they're not a replacement for years and years of study obviously).
- http://wiki.polycount.com/wiki/Gumroad_Tutorial_List#Painting
- http://wiki.polycount.com/wiki/Gumroad_Tutorial_List#Materials.2FTexturing
1. model the high poly fully detailed model of the gun
2. make a low polygon model of the gun
3. uv map the low polygon model
4. bake the high poly to the low poly model
5. texture using pbr materials so substance painter or quixel are your easiest choice
6. present your work nicely in a good 3d game engine or renderer eg unreal engine 4 or marmoset toolbag 3
The dream of making 2 really polished high quality characters is a good one, dont give up, just learn to walk before you start running.