it's pretty roughly done created from 3 rtt textures (planar mapped to channel 2 side, top and front) and then rendered into your channel 1 mapping then composited (very roughly) in ps. though I think you could make life easier for yourself with "better" mapping.
Some of it yes, it all depends on which kind of texture I want to make. Some I just make straight in SD, while others I make straight in PS, or start with a bake etc... But this is how I create most of my textures.
I'm currently working on a children's book for a client. Weedy (girl with straight hair) is the star. Penelope is her friend. There are nine characters in the story. most of these are adjusted in PS for clarity, since my initial stage is a hard pencil. Colors are watercolor and color pencil.
siiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiick i'm almost tempted to do balba (the only one of those little guys worth a fuck) ps. i think the thick leaves give it a good style, it's a bit of a throwback to the old sprite stuff where everything had to be super chunky
When you transform an image in PS, there should be a little set of number on the upper left corner of your screen. Just copy those values to your other map, and presto done. If you're resizing it, why not resize by the same value for the other map?
https://www.zombiesmith.com/collections/moera https://www.zombiesmith.com/collections/tsuka https://www.zombiesmith.com/collections/rpg-figures All 3D printed and cast in pewter (PS zombiesmith did the printing and casting for me, I did sculpts, and cleanup after print and painting)
Saw that vid a while back and looked great - but I've yet to try it or see how it works compared to, say, mudbox or 3dcoat. Obviously you can get great results out of blender but is it missing anything? Lazymouse? Symmetry? Projection to PS etc?
tga's from ps should work perfectly. Also check this out: http://www.polycount.com/forum/showthread.php?t=114636 more here: http://wiki.polycount.com/PhotoshopTools#Export_Tools dDo also lets you put a map in another slot if you use that.
since these holes are not semitransparent but just material on/off its a simple black + white map you can just take your normal map and mask out the holes in ps or wheresoever and then --> holes black, rest white, plug into transparency slot, done.
Looked up some reference of prometheus, how they make their spaceships look big. Found out a simple groundfog was the most efficient solution. Added some little trees in it. ps: I tried rendering from an other angle but they're not that pretty as this one ...