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Topic : "Finally a tutorial, but a bit different;-)" |
vebjorn member
Member # Joined: 10 Mar 2000 Posts: 317 Location: oslo
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Posted: Tue Aug 29, 2000 1:13 pm |
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I`ll take a look. And give a comment later.
-Veb |
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LethargicBoy member
Member # Joined: 07 Aug 2000 Posts: 163 Location: Anacortes,WA USA
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Posted: Tue Aug 29, 2000 1:50 pm |
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putting this straight into my reference folder!
i like the art and the way you've arranged the tutorial in general! |
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vebjorn member
Member # Joined: 10 Mar 2000 Posts: 317 Location: oslo
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Posted: Tue Aug 29, 2000 11:10 pm |
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Here`s a tutorial.
Clan Warrior Tutorial:
This is a short tutorial in how to make a design into textures for games. Later I might show how to make the model based on the textures.( I used to make the model, then map it, but have learned that one can make better 3d models if one works from a texture instead, although there`s some planning involved in making the the texture base, or it won`t work. This will also help in general art tech. aswell
1. I started out with one of the art brushes in photoshop, and used 100% opac with black and white to make the design.
2. Then I picked out the parts I liked, and made them from the angles I need.
3. Then I added a "multiply" layer in photoshop and put on some basic colors. I also did this to hte parts(just shown in 4. with the gun) If I wanted to make a 3dmodel, I would start this after stage3 or 4.
4. Put in more details using various midtones and highlights, only using the paintbrush. Had not finished the gun when I made this tut.
5. Scaled down to the appropriate size for the gameengine, did a "sharpen" and faded it with approx 50%. This way, by making things larger, then scaling down, you can get lots of details for free, rather than pushing pixels.
This image has been compressed, so if you scale it up, you`ll see alot of "noise" in the image, that is not present in the original. Hope this can be of any help, Good Luck!
This can also be viewed at my website http://home.enitel.no/vebsart
-Veb
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black_fish member
Member # Joined: 31 Jul 2000 Posts: 333 Location: Los Angeles, California
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Posted: Tue Aug 29, 2000 11:25 pm |
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For what game are you doing those textures? The resolution is so high... And what kind of mapping do you use (wrap, flat....)?
For me that does look like a nice picture but that doesn't look like a texture you can use for a game...
On the other hand what is the difference between making textures and painting a nice image? Duh! It's all the same for me (even if you work with 64x64 textures). |
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vebjorn member
Member # Joined: 10 Mar 2000 Posts: 317 Location: oslo
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Posted: Tue Aug 29, 2000 11:37 pm |
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I work on anarchy online as lead artist. www.anarchy-online.com It`s scifi mmorpg like Everquest(we`re in Betaphase2 ..whoohoo and I actually play for hours aday. The first game I work on that I actually enjoy playing)
As for texture size. It just the textures for a new piece of armor, helmet and weapon to add to your character. The textures are the two images with the brown/grey background. They`re actually quite small for PC standards..256x128. But since we have over 300 differnet clothes that can be mixed, the overall per character is about 512x512 dived into several parts of 128x128.256x256..etc.
These are mapped planar and unwrap uvw in max is used alot. When working with models in the 1000-2000 mark it`s important to get alot of shape into the model. Most mapping space will be filled with more needed details as I go along with the model.
I`ll probably make a tut. in making the model too. To make the point clear.
I`ll get to post some of the dozens of monsters, characters and weapons on my site as we get nearer release. I`m not allowed to spoil to much yet. Joachim has seen some though;-)
-Veb
[This message has been edited by vebjorn (edited August 29, 2000).] |
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Farwalker member
Member # Joined: 20 Feb 2000 Posts: 228 Location: Las Vegas, NV
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Posted: Tue Aug 29, 2000 11:54 pm |
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Right on Vebjorn.
Thanks for the tutorial and a look into good design process.
Cool character btw.
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www.gamingvault.com |
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Chapel member
Member # Joined: 18 Mar 2000 Posts: 1930
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Posted: Tue Aug 29, 2000 11:55 pm |
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veb I didn't know you were working on that project. Sweet! Hey since you are a lead artist could you do me a favor? Take a look at the skins on my site and tell me what you think. I've never been critiqued on my skins before. I made some for a team base mod for Q2. Just curious if it shows any potential and if you could tell me what I could do to beef up a portfolio for that kind of stuff.
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Chapel a.k.a Brian Reber
http://chapel.gfxartist.net/ |
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vebjorn member
Member # Joined: 10 Mar 2000 Posts: 317 Location: oslo
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Posted: Wed Aug 30, 2000 12:16 am |
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chapel: pretty stuff there. Now if you want to go for game companies, you should aquire some basic modelling skills too. Work on developing your 2d art and learn the modelling tool you like. Having some pencil drawings and a few q2 skins is not enough. As of now, you need to show more to get a job. It also depends abit the speed you learn. I`ve seen people "mutate" into good artist in matter of months, while some people never get better, even if they were pushed to infinity and beyond.
I`ve seen a few older and good traditional artists NEVER managing to take the leap into making computer gfx or just getting frustrated by limitations. Usually to not having worked with computers in general. So develop both. Learn to make 3d models, and get better at 2d skillz. I made an example in this tutorial to show that you don`t have to push pixels to make textures.
In general, in our company we atleast prefer that even a very talented traditional artist atleast can switch on a computer, and this is mainly due to some "arty farty" dudes that never get a hang of the medium until the projects over. Fast learners and adaptive people, which show quality in their work are always the most interresting. |
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Chapel member
Member # Joined: 18 Mar 2000 Posts: 1930
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Posted: Wed Aug 30, 2000 5:10 am |
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Thanks veb! I haven't put much effort into game art. I just made those skins as a favor to my friend. One day I will sit down and try to learn a 3d program. I'd prefer if I could get in with a company doing concept sketches and character design or something and then learn 3d once I was there. |
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