LoL sure use a high to low workflow thats clear. Hard to make out if they use normals + diffuse or diffuse only with higher polycount but likely diffuse only as you said, yes (As I thought both use normals, that would have implied Dota2 uses normals too - aka what I said) Dota2 uses normal / spec / fresnel etc the full…
Yeah, it was a combo of a few factors: 1: having a large pool of talented painters (concept/diffuse people) who lacked tons of 3d experience but knew photoshop well & were supposed to drive the look of environments 2: having a large pool of pre-existing painterly diffuse maps 3: having a *very* distinct style-goal in mind…
Both the projects I've been one I thought combined both pretty well. I Copernicus relied more on normals and shader while Wildstar relied more on the diffuse but both were hand painted. The tiling textures on Copernicus were hand painted diffuse and normals.
I have this unsettling thought that using normal maps (or pbr) will soon become the default way to create "hand painted" textures. Maybe it already is. There's a bunch of big games that still use just diffuse but isn't it only a matter of time before they switch to current/next gen stuff? Gamers who are attached to…
I definitely think it's possible. Heavily stylized games will typically rely on hand painting their textures, while some of them still make use of normal and spec maps. Some things that come to mind immediately are Wildstar, Darksiders 1+2, Dota2, and Skylanders. Also, there are many games that use high poly models as a…
While I do like 100% fullbright diffuse hand-painted stuff, I really like the hybrid stuff like DOTA2. And I LOVE the 100% hand sculpted, stylized, fully realtime lit PBR stuff. I'm trained as a painter, and while I can produce the hand painted look that some clients want, I prefer assets that can exist and work in many…
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…
What comes to my mind is the human skin. It's somewhat complex that you can't achieve believable enough skin diffuse/albedo just by combining multiple baked texture information. So, some painting is needed to some extent.
Shrike : LoL is "diffuse only", but generated from highpoly bakes. In contrast Dota2, while heavily relying on "hand-touched" albedo, absolutely uses shading information coming from normalmaps (although it not always super apparent at first glance on some items). Just thought I'd clarify things a little :)
That's a very rigid definition of what is hand painted. I assume you would only count something as hand painted if it had static, painted in lighting? I wouldn't. Sculpting a stylized highpoly mesh is very similar to painting in lighting, you're just shifting where the work is done. Plus, it's likely the artist hand…