Hey, while texturing my last object a question come to my mind. How game studios approach to texturing. I mean, they are using texture libraries like Substance 3D Assets, or they are creating all of the textures, materials etc. from scratch by usage of Sampler (there come next question - are material artists are just…
Some games use photos and some games don't. As okidoki says it's very dependent on the style. On a game like Battlefront they're extremely photo and scan based. They have teams that are flown to a destination to just photo scan the environments. Games like God of War use some photos - but only to help with the texturing…
Almost everything we make is done from scratch in designer and either used direct or applied in painter. The only real exceptions to that are organics like rocks or ground surfaces where we use photosourced textures in conjunction with designer because it's just so much faster than building a convincing material by hand.
I think the question is what style do you want/have to follow.. and then make the materials in this style.. Maybe that's the problem for some beginners ( not that i'm a pro ).. just using any photos doesn't make up a texture.. nor a material at all.. Also using "any" photo and making all other maps out of it may be not so…