Hello Polycounters!
I am very stuck on texturing part of the modelling for games workflow. Stuck in a way it always decreases the quality of the artwork drastically.
Is there any good tutorials, mentors or anything where I can learn about textures - not only about how to use SP / SD, but actually understanding materials, how it works and how to see better and more in depth to be able to create better and more believable textures?
Textures be it materials, colors or something third. It does not have to be a mentorship, tutorial or whatever, but does anyone have any advice on how to work on that and how to practice deeper understanding of textures?
It is really frustrating at times (but that is the vicious circle of artists I suppose). Not saying my sculpts are perfect, but I feel as if I have more control and knowledge to be able to push sculpts further while with textures im always dabbling in dark space. Here is my Artstation where some of my work is so you guys can understand what I am talking about.
https://www.artstation.com/antedorThank you!
Replies
I know it's common to ask for tutorials/mentors etc but I believe you will learn texturing the fastest when you make a couple of practice materials and learn from your mistakes.
https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/
http://artisaverb.info/PBT.html
This link doesn't talk about texturing per se, but it gives you an idea of how to set it up correctly. Look at the difference between the brick and the rock. Or look at where the grunge goes on the gun. Texturing is a puzzle piece of trying to slot together accurate materials that will read perfectly under any lighting condition.
If you can master making wood like material that reads 100% true to a photo, you will eventually start to pick up on the subtle cues that makes every material unique in real life.
For reference, I own a ton of art books and read a lot of art blogs but when it came to texturing in 3D, I pretty much just read that link from marmoset and looked at professional environment artists on artsation and the rest just came naturally.
Even if you are familiar with PBR, its worth watching, they drop some good knowledge that even pros might find useful.
The biggest thing I see with your materials is that each material seems to be done in isolation and they don't look like they share a history, or are worn together. The detail and wear that you have adds a lot of detail but it is fairly uniform across the entire surface. If someone was to wear it and use those cloths, common touch points would be worn or polished, dirt and grime would start to build up in cracks and crevices.
Take this guy for example https://www.artstation.com/artwork/63eQV
He has a dirty right hand but the bracelet is spotless.
The sandals and feet suffer from the same problem. There is a point that dirt and grime applied to two different surfaces, start to make those surfaces indistinguishable.
The leather ab armor would be worn in places of constant contact.
The oxidation on his armor would be worn off where he commonly touches it, or brushes up against things.
How do the materials react and affect one another?
You're doing a good job of identifying the materials and creating their sub components, but you've got to tell the overall story. You're like, one wear and grunge pass away from greatness. You'll get it, crank out some more work
@Mark Dygert I will go through the playlist and learn from it. You are right with that assessment of my work, I will continue working and make it better. Thank you for the reply!