I know that Valve experimented with painting textures before they worked out a pipeline for getting the exact effect they were going for in TF2, but I think that was mainly for world textures.
It'd seem to me that painting a texture would be a pain in the ass because of how much trail and error can go into getting details in the right places.
I know that Valve experimented with painting textures before they worked out a pipeline for getting the exact effect they were going for in TF2, but I think that was mainly for world textures.
It'd seem to me that painting a texture would be a pain in the ass because of how much trail and error can go into getting details in the right places.
Thats pretty interesting for TF2 never knew that and maybe if you did a quick line sketch in photoshop before painting over it could save some time. I am going to crank something out with the help of painter friend in the next couple of weeks and see how it goes
I believe they did that for the new Street Fighter game. They printed out the UVs and they oil painted all of the characters, scanned it back it, and applied it.
They obviously met success in their procedure so it's definitely doable.
a few fellow students back in the uni days did that usually going over the UV with pencils or aquarel colors. But only crispy stuff looked good like Ink, pencil and such. Water based techniques sucked because they were blurred or cut off at UV borders and at the seams.
At first thought you were aiming at camera mapping which is kind of the other way and I am working on something to make that quicker to work with. Lots of great stuff has been done using camera mapping in the VFX industry less in the game industry.
Someone back in the Q3 modding days did a pirate player model where they printed out the UVs and coloured it in with pencils, I seem to recall it looked quite good.
I've looked for the model once or twice but I can't remember the name so I can never find it
When I first got into 3d I thought this would be awesome to try out, so I'm glad to see someone else thinking about it too. I bet it would make an interesting mini-challenge
There were actually quite a few handpainted textures in Daredevil, which were scanned in. But in the end we just mimicked the effect in Photoshop. Video is shit, but you can make out the style (sort of, lol)
I tried this a few months ago - I unwrapped a character in 3DS using the checker texture, then rendered a UV template with white edges and black background. In Photoshop I inverted this to get black edges and a white background. I then lightened it with Levels and printed it off at 7" x 7" which interestingly enough comes back in right at 512 x 512 when scanned.
Anyway, I only did line drawing/inking on the printout, scanned it back in, and did the coloring in Photoshop. As was stated by Swizzle in another post in this thread, it didn't work out so well because of all of the trial/error involved in getting details placed just-so on your UV layout. When you create texture details in Photoshop you have the layers to move stuff around, but when you draw it by hand, you're stuck with it unless you want to draw it again. Of course, you could resort to some of the rapid viz/technical illustration techniques of iterative drawing using tracing paper... but now you're talking about an enourmous effort for something that can probably be emulated with a good stylus/tablet or some creative use of Photoshop filters.
Bottom line is - yes, it can be done, and with appropriate planning and patience, it can be done well. But personally, I'd rather hit myself in the head with a hammer 5 or 6 times.
Well thanks for all the feedback guys really like those SFIV screenies Me and my Painter friend are going to get together over the new years so expect something around then
Never heard of this before. Actually hand painting uvs outside of the computer, is a very interesting idea. Sounds kind of fun with some unique results possible. I will have to try it sometime.
i think i also did a texture for a little dragon using the same technique. did pior do that model?
it was definitely a cool experience trying this, but i wonder if using corel painter would have looked better. it also sucked shrinking the textures down so low for quake 3 specs. maybe i'll try it again some time.
in addition to printing out the wireframe to trace over, i did a rough line drawing in photoshop to figure out where all the main elements in the texture would be and printed that out. when i finished the drawing, and scanned it in, i just treated it like any other texture and used the clone brush to fix seams and what not.
Spitty: Awesome! Every now and then I think of that model and I could never find it. Thanks for the link, I'll download and keep around for reference
Yeah, pior did the little dragon if I remember right, Dragonito, that thing was cool too!
Replies
It'd seem to me that painting a texture would be a pain in the ass because of how much trail and error can go into getting details in the right places.
Thats pretty interesting for TF2 never knew that and maybe if you did a quick line sketch in photoshop before painting over it could save some time. I am going to crank something out with the help of painter friend in the next couple of weeks and see how it goes
WHAT ABOUT THAT
They obviously met success in their procedure so it's definitely doable.
At first thought you were aiming at camera mapping which is kind of the other way and I am working on something to make that quicker to work with. Lots of great stuff has been done using camera mapping in the VFX industry less in the game industry.
I've looked for the model once or twice but I can't remember the name so I can never find it
http://www.davegh.com/blade/davegh.htm
Funny (?) story behind his site, he wasn't paid for his work, so he put on the web for all to use.
http://www.ania.xibo.at/index.php?gallery=blub1&image=cham.jpg
http://www.ania.xibo.at/img/cham_makingof.pdf
[ame]http://www.youtube.com/watch?v=hn-J-i0RdDM[/ame]
Anyway, I only did line drawing/inking on the printout, scanned it back in, and did the coloring in Photoshop. As was stated by Swizzle in another post in this thread, it didn't work out so well because of all of the trial/error involved in getting details placed just-so on your UV layout. When you create texture details in Photoshop you have the layers to move stuff around, but when you draw it by hand, you're stuck with it unless you want to draw it again. Of course, you could resort to some of the rapid viz/technical illustration techniques of iterative drawing using tracing paper... but now you're talking about an enourmous effort for something that can probably be emulated with a good stylus/tablet or some creative use of Photoshop filters.
Bottom line is - yes, it can be done, and with appropriate planning and patience, it can be done well. But personally, I'd rather hit myself in the head with a hammer 5 or 6 times.
i did that pirate model. you can even download it here
http://www.ericspitler.com/junk/q3mdl-scurvy.zip
i think i also did a texture for a little dragon using the same technique. did pior do that model?
it was definitely a cool experience trying this, but i wonder if using corel painter would have looked better. it also sucked shrinking the textures down so low for quake 3 specs. maybe i'll try it again some time.
in addition to printing out the wireframe to trace over, i did a rough line drawing in photoshop to figure out where all the main elements in the texture would be and printed that out. when i finished the drawing, and scanned it in, i just treated it like any other texture and used the clone brush to fix seams and what not.
Yeah, pior did the little dragon if I remember right, Dragonito, that thing was cool too!
bookmarked, I'm going to try this someday.