We often get asked about how we go about painting a texture map that captures the spirit of the 2D concept yet works well in 3D.
In this time lapse video, our artist demostrates the process of painting an armor piece from start to finish.
Note that the target platform for this character is on mobile, therefore we put more emphasis on including aspects of surface details such as the metal highlights, subtle bounce light and shadows directly on the Diffuse map. Building in volume and form through more complex lighting models is easier on higher end hardware but on mobile, we often have to rely on the paint to help punch up the definition of an object.
Time lapse video of the texture creation for the shoulder pauldron armor. (approx. 5 min.) Character originally appears courtesy of Spirit Lords - by Kabam. Music by Asche & Spencer
Special attention is paid to details such as edge wear, imperfect edge hotspots, and interactions between warm and cool bounce lighting. It is elements such as these which help a 2D concept image come to life.
At [n]cubate, we often use video reference such as this to teach our artists ,not only the hands-on process, but also to help them recognize what good art looks like.
I'm busy working on my blog posts. Watch this space!