Hey im trying to find a good photoshop tutorial on how to paiont realistic / fantasy armor ( kinda like Mass Effect) if you know of any please post thank you
Isn't Mass Effect a Sci-Fi game for the 360?
You'll run into a few problems trying to paint "next gen" textures by hand. The final textures you see in screenshots and in-game, are actually a few textures stacked on top of each other. Normal map, spec map, defuse, map there could be a procedural pass in there too. So are you looking to paint what you see on screen or are you looking to learn how to produce all of the different kinds of maps that go into those types of textures?
I wouldn't leave out all the shadow detail, a nice subtle Global Illumination light/shadow bake does wonders for believability, It also helps create a tiny bit of Ambient Occlusion. Of course faking this detail by hand is tricky but can also pay off in nice ways.
There is a trend in the industry among artists to forsake all shadows and hope the engine does a good job, well the engines of today don't, not yet anyway.
AWEsome! Thanks DizzyWalnut!
Right now I'm using an ambient occlusion bake from the high res geometry along with the color texture information. It makes a HUGE difference. I couldn't imagine why you wouldn't want to use it at least as a good starter layer for your color map.
I've also been experimenting with using color in my spec maps. I don't see too many people doing it but I think it can definitely help differentiate materials on your model.
Thanks again
Replies
http://st.burst.cc/tutorials.htm
You'll run into a few problems trying to paint "next gen" textures by hand. The final textures you see in screenshots and in-game, are actually a few textures stacked on top of each other. Normal map, spec map, defuse, map there could be a procedural pass in there too. So are you looking to paint what you see on screen or are you looking to learn how to produce all of the different kinds of maps that go into those types of textures?
I hope these are what you are looking for.
Tutorials on painting metal:
http://67.15.36.49/team/Tutorials/texturing_metal/texturing_metal1.asp
http://www.creativepro.com/img/story/112404_PSmetal.pdf
http://hfx.planetquake.gamespy.com/tutorials.html
http://qbranch.cottages.polycount.com/tutorials/metals.shtml
Does anyone have any tutorials for 'next gen' metal texturing?
I'll take a look at the tuts above and leave out the shadow information.
Any other metal tuts would be greatly appreciated
There is a trend in the industry among artists to forsake all shadows and hope the engine does a good job, well the engines of today don't, not yet anyway.
Vig's links ( tutos):
http://crystalcore.svanfeldt.com/tikiwiki/tiki-print_article.php?articleId=2
http://www.doom3world.org/phpbb2/viewtopic.php?t=483
http://www.mapping-tutorials.de/forum/showthread.php?t=166
http://www.mapping-tutorials.de/forum/showthread.php?t=165
http://www.mapping-tutorials.de/forum/showthread.php?t=164
I hope You will find it useful
Right now I'm using an ambient occlusion bake from the high res geometry along with the color texture information. It makes a HUGE difference. I couldn't imagine why you wouldn't want to use it at least as a good starter layer for your color map.
I've also been experimenting with using color in my spec maps. I don't see too many people doing it but I think it can definitely help differentiate materials on your model.
Thanks again