Very little was photo-slapped. In the late 90's and early aughts a photosourced texture often looked way worse than a handcrafted one. Realize that the resolutions available were really tiny by today's standards. The "high res" pack for unreal tournament characters were 256^2 and often sampled to a 256 color per image…
Most of the games I worked on used photos as a starting point. Those photos would be cut up or painted over to create the textures. Companies would also buy CD libraries of pre-made photo textures and multiple companies would use them. One popular CD library was photos of buildings in Vancouver so there were a bunch of…
this post is directed towards the veterans/old timers that were around in the early 2k/late 90's. i was wondering how the texturing work was done back then. mostly referring to games like max payne/crazy taxi/blood2/kingpin/bully/manhunt etc. i was wondering if there was a texture authoring tools like today. or people…
Generally I did a mix of painting and photomanipulation. You used to render out a UV template, take it to photoshop and fill in the basic colours and obvious shading, then maybe bring in some photos to blend and work with, do a bit of dirt painting etc. Other times you'd work exclusively from photos you've taken of…
I generally agree with both you and RyanB's point. We can't live in the past anymore. Having said that, I do think there was a warning the game industry should have taken serious, that relates to my point about risk. The PS2 era of making game art represented an equilibrium of tech and creativity. There was enough power…