Is there any good resources for painting older-style textures that were common from the early 2000s? A lot of the old sites that had techniques disappeared and most of the tutorial stuff now is either highly stylized painting (WoW/Dota/ect) or just modern normalmap workflows.
Also the early HalfLife2 beta has some great examples of this style:
ben mattis - poop in my mouth
>>567101it dissapeared because PBR covers it better, faster, cheaper, easyer, bigger etc... but pbr kinda can not be stylized much. I,m experimenting with starting with pbr and stylizing/painting on it. and i kinda like it
>>567147Got any examples?Also posting a few more these
Literally any digital painting tutorial can apply to what you are looking for.
>>569789>step 1: draw two circles>step 2: draw the rest of the fucking owlBut honestly, these are a throwback to easier days, appreciated
What I really was searching for are some low poly (Playstation-tier) uv unwrapping tutorials.And please, no "unwrap as always, texture normally then shrink the textures", as this wasn't how they did it in the past. It looks bad, as in low poly the size of each uv isle must be considered to compensate both the low resolution and the low geometry and most details need to be drawn by hand in low resolution.
>>569789Those old crazy uv layouts.
>>569803Lots and lots of mirroring; thats a big one for UVs. Any detail that needs to be seen most has more UV space for example heads and hands, and the rest of the body is less.As for specific UV unwrapping techniques, Im pretty sure most of it was planar + a lot of hand tweaking and for limbs + heads use a cylinder map and tweak that too. This is before things like pelt, relax, ect. Then hand painting everything and then reducing it to 8bit indexed color.Although this is a bit later than the PS1 era it shows off some old texture painting techniques:http://www.michaeldashow.com/tips_texturepainting.html
>>568123>Woot!rly is the 90s
>>567147PBR models still look better when you add a bit of shadows and highlights, scratches etc. to the albedo map. Pure PBR materials look dull.Some people might tell you physical based rendering is physical based therefor 100% physical accurate which is not true, it's just the new industry standard for texture maps used for real time rendering. There is still plenty of space left for a bit of stylisation, baked shadows, highlights etc. that improves your model significantly over someone who just slaps on a couple procedural pbr materials.
>>570010Agree 100%I start with PBR and then stylize them to some extent and even realistic textures really look like shit when are not touched up,
>>571153PS: kudos to creator of this thread, here is so much awesome tech
>>571154You're welcome. I'm trying to track down as many pictures/methods of those days and its sometimes quite a challenge since a lot of the old hosting sites no longer exist. Sure some people will tell me this stuff is super "outdated", but I love the handpainted/realistic style.
>>567147PBR can be stylized just as much. Overwatch is a great example of it, though if you look at any Pixar film they've all been PBR for a while yet achieve stylization perfectly well.Most of the techniques in this thread aren't about stylization, but using photo textures to drive realism. That's the aspect of PBR that's the hardest to nail, because people are insistent on generating everything themselves (with tools like substance) but I'm convinced you can get good results by integrating photo textures in newer workflows and being mindful of what you do instead of sticking default generators everywhere.I really can't think of anything PBR *can't* do, it's more a matter of trends and how people choose to do things.
>>572032>>572259so clean u wanna lick it
>>567101As someone who was trained in it by guy who did it for a living during that timePhotos and knowing how to paint.
>>567214This is cool.
>>572315I'm curious was there any book recommendations? This style seems to be very heavy on light modification such as dodge/burn and at times overlay or other blending modes.Also you got any texture work you wanna post here?>>572274Replacement model mods for Counter-Strike:Source
God damn I love Q3A's style
anyone know what game this is from?
>>575667>Reverse image searchChrono Cross
Video on old style workflow (I think original video is from 2006)https://www.youtube.com/watch?v=IvLzk8JrEFs
heres the dealno matter how many tutorials you go through, this type of job is reserved for talented people.i mean, even go back to ps2/gamecub era where lowpoly was a thing. you had almost no artists who could it like this >>572417>>577611>>572259even max pain had scanned textures that wasn't good as this, this is pure talent