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
Dope ass thread, wish they could add things like this to the sticky
>>577615>Max Asspained Expression How did that make it through without at least one dev asking the dev whose photo got used "Are you TRYING to look like a homosexual smelling a fart who just got five lemon slices shoved up his pooper"
>>582785This is giving me a boner.
>>571218Combining photogrammetry with PBR on the other hand is well supported by tech. You just need more image sources in the input than a single photo.
>>585164>>567661I know you could take those illustrated metal balls and use them as matcaps, but I wonder if maybe there's a way to bake those from a certain angle and just kinda cheat this process a little.Need to play with this in Blender.
>>585168Alright with Blender Internal with a material set to shadeless with the matcap set up, a full render bake will always display it as though it's viewed from the global front so you can rotate the object / adjust the normals to get it looking good from the front and mix / match different renders.
>>585172Neat concept but doesn't really work that well in practice though.
>>567101It's pretty similar to digital photobashing, just you're making a texture out of it. Learning how to paint digitally and do photomanipulation are the major parts, stuff that applies specifically to texturing takes a bit of a back seat.If you look at the vest in this >>567103 it's pretty obviously a photosourced fabric texture shaded and shaped with photoshop layers. Hands are photosourced hands warped and blended over a skin tone with effect layers and further shaded. Boots are photosourced.I've done this sort of texturing. My results weren't the greatest, but coming in from digital concept art type stuff you can probably work it out once you know how fitting stuff to a UV template works. I also remember a lot of my peers in the 00's learning Photoshop/GIMP effects tutorials and those carry over as well. Plenty of people learning to do stuff like this >>567661 >>570985 >>572786 just to pimp out their forum signatures and clan websites.
>>587166>just to pimp out their forum signatures and clan websitesOh man im having flashbacks to those days
>>582787nobody asked because they understood what game they were making. max payne 1 was a comedy. i mean the guy's name is fucking MAX PAYNE, he makes absurd faces all the time and communicates exclusively in inane purple prose. they didn't do all that shit by accident.
>>569986>please give credit to a rip
>>600402Surprisingly poor optimization... I figured they'd be reusing textures hard through mirroring and shit, but no, the model has an entirely unique texture even for parts that look identical. Is this a PSX limitation or something?
>>601526I believe this is not 1 whole sheet but a consolidation of the lowrez world model and the higher combat one. A lot of "rips" on those sites just cram all the textures together.
>>569987>wanting credit for ripping somethingautism strikes again
>>601541helps others find other rips from that person
>>602933That's not why they want credit.
>>603339The sheer audacity of this...
>>603339Autism aside, why didn't Nintendo put all mario's textures in one texture?
>>603656Probably a texture size limit. Either that, or it's for better detail during closeups.
>>603339>ripped textures with a nerds commentarychrist.
>>603747Some append entire emblems and banners much like the those awful "forum signatures" back in the day. Its a huge piss off because I saw some cool alternative textures for a model but I had to crop the image because of the stupid shit they added.
Can someone explain this for me:HL2 had a bunch of its early view models (most likely from the beta era 2001~2003 ish ) textured in this wierd perspective, like it was viewport projection. Is there any logical reason to why they did it this way? Or was it because since they only wanted to use UV space for what the camera saw and culled the rest?
This is the cut HL2 Beta Shotgun sheet that is also done like this.
>>609298>>609299its probably faster, like texturing camera scenes where you only need one anglehowever to make it perspective on texture means on the object the texture will be stretched, so it's practically a nono
>>567101You don't need any special tutorials. Learn the fundamentals of painting, and then paint in this style.
>>609302Yeah I thought so. I mean, its something you wouldn't do today at all save for a very specific exception case, but interesting to see what they were doing for optimization purposes then (also all the polygons on the other side are not there, so the sides facing away from viewmodel view was manually stripped out)
HL2 Beta had a lot of this distinct look
>>609310>>609299I have never seen someone texture game models like this.
>>615329because perspective projection mapping has only very limited use for games
Yup, for viewmodels that don't do extreme movements was one of the few cases this could be pulled off. Also Retail HL2 shotgun, pistol and a few others is still done this way like the beta version.
https://www.game-artist.net/forums/vbarticles.php?do=article&articleid=13seems to have few images though. Pretty much this:>>569791
>>567101Do-able with the king of PBR, Substance Painter, just got to use a shitload of generator and masks.
heh, very old ; have some Nostalgia/historical methods :https://www.quakewiki.net/archives/skindom.planetquake.gamespy.com/FEATURES/head/index.shtml