As a matter of fact, yes :) Of course one skillset feeds the other (similarly to the way traditional sculpting can help someone's drawing skills and vice versa). But it is pretty clear that, say, a skilled Zbrush artist with no previous experience in straightforward "handpainting" techniques would need quite some time and…
Best example Ive seen is overwatch. I put a fair amount of hand painted or baked detail into my wolverine albedo and roughness as I was going for a comic book over saturated and slightly inked look so I didnt follow all the pbr "rules" perfectly. check it out with the marmoset viewer on my Artstation to see the albedo pass…
Can anyone confirm that studios have been adopting PBR for their "hand painted" / stylized games? There isn't a lot of material or art samples about this on the net and I`m currently looking into whether it is worth it creating Warcraft style stuff with PBR. I know for example that in the past people could tell from your…
Thanks for mentioning it! I didn't want to respond yet, because I wanted to give you guys an example of something I made with that, and I was away from my desktop past few weeks. The image files are quite large and non-standard in size(for one, they aren't square), but I think it'd be enough to toy with:…
It looks like Epic's Fortnite is shaping up nicely! Also Insomniac is working on Sunset Overdrive: I think skylebones brings up a great point too. Feature animation keeps getting better and better. I think a lot of that is attributed to better rendering solutions. For example, I read somewhere that Monsters University was…
So, do you think it takes a vastly different skill set to do a stylized hand painted diffuse only texture with baked in lighting, vs doing a stylized sculpt with painterly current gen materials? I think there is a lot of overlap. That's not to say that being good at one automatically makes you good at the other, but doing…
It really depends on how you look at it, if you want to confine it to the really narrow box that is "hand painted", eg, every texture in the game is painted by hand with static lighting, then no, it doesn't really make sense to do that with current/next gen technology. On the other hand, if you're mearly refering to…
I'd be interested in seeing examples of a stylised, slightly painterly look coming directly out of Substance designer/painter I've just started looking at it as a workflow option, and while it's clear that it's going to be a big time saver, proving its place in developing the style is the next step
I'm curious. I'm under the impression that assets involving sculpting, baking, high end materials etc just don't work with hand painted textures? Whenever I see hand painted textures it's usually on rather flat surfaces. Are there any examples where these two worlds can combine beautifully? Rime for PS4. Like many hand…