Despite what its name suggest, Substance Painter is not really a tool to paint textures in the "handpainted" sense as it is lacking some of the core features that 3DCoat relies on for this task - amongst others, the ability to send a screenshot of what is currently being worked on to Photoshop in order to paint there then…
been working on the textures a fair bit. Still going to need to do a lot of work obviously, but I'll get there. This is all handpainted with baked lighting, there's no pbr reflections or anything
I suppose you could always ask him personally, but I think he tends to bake the normal map out and then handpaints everything else in photoshop (such as the case for this).
They use normal maps. They wouldn't be able to get that clean of shading on such lowpoly models without them. It also looks like their highpoly detail is the base for their handpainted styled textures.
it might be nice to implement some style categories, since handpainted textures don't intrinsically share one, and a customer is likely looking for things that will fit in with the existing direction of their project
they did a do-over some time ago, where they moved over from handpainted "crazybumped" units, to actual highpoly model baked content. hence left & right.
Hey Johnwoo, its interesting to note that the H2 developpers seemed to use fully handpainted normalmaps instead of highpoly bakes. Do you have more info on the subject?
Nice! I love the traditional skill presented in these handpainted models. those subtle form changes on the skin on very well done, and the metal on the shin guards reads perfect:)
Handpainted normals! HA! Using a ball 'prilitive' to lay down shapes and pick colors, plus bits and pieces from old normalmaps. I'd call that nextgen for the poor
SO...Necroing my own thread. but decided to try my hand at handpainted again after a little break. here is todays effort. any pointers are always appreciated.