I'm curious. I like environment modeling, but I enjoy texture art more, and I usually get more inquiries about my texturing than my modeling ability.
Are texture artists still common? and also what's the best way to obtain assets, besides modeling them myself?
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Lots of people can model. Not everyone can UV well. Being able to hand paint realistic textures, as well as color correct and salvage poor photosource, you'd be golden.
I'd hire a mediocre modeller with great texture skills over a great modeller with mediocre texture skills for an environment art position.
a 3 dicked monkey can be taught to model well enough to do most enviroment art. where the real tallent of a enviro artist comes from is his/her ability to uv those in ways to make the most use from as few textures as possible , and then to make those textures to where they look as if god himself reached down from the heaven and painted them himself.
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Yeah you can teach any retard to do shity enviro art, you can also teach any retard to do shity character art. The difference being shity enviro art passes much more easily as pro work in the industry.
Focus on your modeling and your texturing, as modeling is MUCH MUCH MUCH more important with recent tech than it used to be in the past, if you can't model great highres models for your enviro work you're easily replacable unless you're working on ps2 games or something.
per for PRESIDENTE !!!
Per you suck, and unless you have a postcount of at least a THOUSAND posts you are not worthy to make comments like those I have been reading from you lately Spam some more!
Oh and on topic: My personal opinion is that in the medium to long term (probably partially next gen already, the true one ) really most texturing will be done procedurally, which still requires quite a lot of skill to do nicely, but just not those painter/pixel skills used for now.
Edit: For people like per there's a link *Clicky Clicky* what can be done with procedural textures already now.
and 2. in prerendered films there is no benefit from having small file sizes, but in games there is! Especially if the market moves further into the direction of online distribution platforms like Steam.
See the 96kb kkriger game on just how small those textures can be: http://www.theprodukkt.com/kkrieger
and last but not least (3.) procedural textures provide a way to highly alter the textures during runtime, which should prove to be quite beneficial in interactive games (see the aging bathroom demo in the link in my previous post).
But as I said just my opinion, and I have no power to look into the future
P.S.: @Professor420 just saw your post on the OGRE boards about releasing your models under a CC license! Great stuff and really generous! Nice to see you here on polycount.
Environment art isn't easy. The task of modeling is getting a lot more difficult with current platforms. What's worse, you can't always just do a quicky Z-Brush job like you could for many organic characters.
I recently had to do a mid-sized hotel with hundreds of windows, shutters, window boxes and flowers. The shutters needed normal maps for the slats and hinges, with proper specular as well. It was an old building with some crazy roof angles, whacky detail framing, etc., and the whole thing needed to be mapped with one texture sheet, and it needed to hold up from about 5 meters away. It needed to look like a real-life hotel for which the reference was mediocre at best. (Skewed photos at medium to low resolution). Total pain in ass.
It took a lot of very slick UV work, a ton of modular construction, and a lot of photo/painting texture compositing. It was a hell of a lot of work and took a lot of planning to nail it properly.
It isn't uncommon to have to model larger environmental pieces that creep up into the tens of thousands of polygons. So modelling is getting more time consuming. But in addition to that, all of those polys need to be UVd and multi-textured with diffuse, spec, normal, ambient occlusion, etc. Smart workflow is becoming far more valuable, and the days of a quick hack and slash job are at an end.
Alex
I hate when people think that procedurals will replace bitmaps or bitmaps are better than procedural textures, and go into that logic. The reality is you need both and you need to learn how to use both to get your work to the next level. It be like saying you never use photos as overlays to enhance your textures and just hand paint everything. This is production work and you need to be fast and smart about what you do, simple as that.
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Certainly true for the current workflow, as procedurals can come in quite handy while making bitmaps, but what I was actually referring to is not to use bitmaps (or raster graphics) as the storage medium at all, but the prodecural textures them selves (and raster images only in memory during runtime).
Thus you can not really mix both in one texture and having a patchwork of (enviromental) textures both prodedural and bitmap based will probably look quite bad as the real benefit of procedurals is the resolution independance (and small storage space).
I don't see procedurals in character textures any time soon though.
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I hate when people think that procedurals will replace bitmaps or bitmaps are better than procedural textures, and go into that logic. The reality is you need both and you need to learn how to use both to get your work to the next level. It be like saying you never use photos as overlays to enhance your textures and just hand paint everything. This is production work and you need to be fast and smart about what you do, simple as that.
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Certainly true for the current workflow, as procedurals can come in quite handy while making bitmaps, but what I was actually referring to is not to use bitmaps (or raster graphics) as the storage medium at all, but the prodecural textures them selves (and raster images only in memory during runtime).
Thus you can not really mix both in one texture and having a patchwork of (enviromental) textures both prodedural and bitmap based will probably look quite bad as the real benefit of procedurals is the resolution independance (and small storage space).
I don't see procedurals in character textures any time soon though.
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Storage space is really big so shrinking the sizes there isn't really that helpful in most cases (outside of Xbox Live etc) Meanwhile, all of those procedural textures are taking a ton of time to process and put into memory, driving load times up.
kkrieger is a cool tech demo but a shit game. Procedurals have very limited use in game art and the only real benefit of raw procedural images is saving space for downloadable games.
But even if that is still a long way off or unrealistic because of screen resolution limitation I still think Xbox live or Steam are going to play a much more important role as sales platforms in the future, and thus the need for small size that can be loaded in the background with only minimal initial wait time even on slower connections is going to rise.
And rendering those textures is the perfect application for those unused (or hard to use) dual/quad (or in the case of the PS3 co-) processors.
Kkriger is just that: a techdemo, but stuff like it is shown on the ProFX site, or games released already that use procedural textures (RoboBlitz) show that it is much more feasable than some people say.
I'm confused a little by your post though.
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but what I was actually referring to is not to use bitmaps (or raster graphics) as the storage medium at all, but the prodecural textures them selves (and raster images only in memory during runtime).
Thus you can not really mix both in one texture and having a patchwork of (enviromental) textures both prodedural and bitmap based will probably look quite bad as the real benefit of procedurals is the resolution independance (and small storage space).
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It sounds by your post that the textures are being generated at load time like when it's getting baked, is that what you mean? If that's the case why can't the programmer have a shader get baked at runtime that contains both bitmaps in some of it's parameters?
Alex
For my part, I'm not very good at texture painting. I'd hire you myself if I could afford it. It would be great to have someone to paint my models for me.
It sounds by your post that the textures are being generated at load time like when it's getting baked, is that what you mean? If that's the case why can't the programmer have a shader get baked at runtime that contains both bitmaps in some of it's parameters?
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http://www.werkkzeug.com/kkoncept/proceduraltextures
Simply put are the types of complete procedural textures I am talking about just a series of mathematical functions that together when executed output a bitmap.
You could in theory add a bitmap into that mix but it would really defeat the purpose of it since then you could just paint it into the bitmap anyways
Ok you could reuse a small bitmap multiple times in one image, that would make sort of sense. But it would still sacrifice part of the beauty that procedural textures are:
1. Extremely small size (just a few bytes of text) and 2. Complete resolution independance (have a slow PC? output 256x256 bitmap during runtime! Have a fricken fast PC? Output 2048x2048 or any size your computer can handle and you really have specific detail in every pixel of that).
Did that make more sense?
Alex
But as polycounts increase and procedural textures (and the tools to create them) get more complex the better they look.
Oh and yes a really well made procedural texture is really too taxing on the cpu to be generated in realtime, or at least you can not generate a few hundred of them the same time in realtime as it would be needed for a game.
But you could certainly only prerender only the first part of the set of algorithms describing the texture and have the rest rendered in realtime to alter them dynamicly, which is what is done in that ProFX demo where the bathroom tiles etc age in speedup *I think*
About directly painting on the model... hmm yes for characters maybe some time in the nearer future... but you realize that even that would probably use a very simplified procedural texture, right?
But I don't see enviromental art to be that high poly anytime soon.
Look at whatever you are going to model as shapes. Phone booth a few boxes on top of each other. Car, I start with a box and add edges until I can trace the entire body of the car. Then make the wheels with cylinders. Bevel the edges at the caps so they look more like tires. If it's symmetrical cut it in half then mirror. For now texturing is taking up most of the work.
Alex