More game prop / texturing experiments
More tests on texturing and lowpoly game props :
a stone pillar : sculpted from base brushes in blender , drawn stone by stone without using photos : it didn’t take too long on this simple object but wouldn’t work for large , complex surfaces ..Anyway it’s great to have the stones tile and wrap perfectly around the pillar ..
Sculpting tools responded very well : 1 pass of layer brush to define the stones , 1 pass of a negative draw brush to scrape the corners of each stone : not as time consuming as it may seem..
The metal bands on the wood pole are hand drawn , used gimp normalmap plugin, no projection from high poly here (so , the alternate route respect to the light tower normal bake)
For the bands i did a rough reference (in blender projection paint) to match the bands accross various seams and islands … a bit tricky but quick enough , good in situations like this.
A speaker , i did this to try and improve some aspects of the lighttower : i paid more attention to real world reference and also spent more time in subtle grunge , scratches and discoloration.
Really there’s no limit to the time one can spend on texturing , Ok, this prop looks quite dirty and almost “military” – texturing could be subtler- .. but still all the work put into those details really makes the realism of the material ..
Of course, it must not be random grunge: but carefully placed around edges or cavities , have some narrow scratches and bigger stains , vary the tone and colors..etc.. ( i browsed texturing tutorials on vimeo and got some good ideas )
The normal map is baked from highpoly .. it handled some tough curved areas : like the “fins” on the sides : there, the amount of detail in high poly is huge compared to the lowpoly : but it still projected decently
There are however some dicontinuities .. i must try projection paint to blur the normal map accross different uv islands .. if that works..
In general, i’m still trying to find my workflow in texturing : one one side PS or Gimp have more tools and flattened uvs are sometimes easier to read and manage , on the other side projection painting tool like blender or 3Dcoat or others have the huge advantage of being able to ignore seams but always have some limits on the tools , effects and brushes.
That’s why i’m trying to settle for blender P.P. and Gimp : a bit of both worlds without making the toolchain too complicate .. sure a 3rd app like 3dcoat or mudbox would add some tools but many times it isn’t worth the complications .. even if i had to bounce between 2 apps quite a bit in these tests .