by jim » Fri May 09, 2014 10:17 am
I was just checking some of the Created/Modified times on the image files.. the fastest done texture is 10 minutes, 2nd 25 minutes, 3rd 34 minutes (first save after 1 minute of editing maybe). The longest taking ones were around 1 hour. But eventually it becomes a bit impossible to know how long it's taken, like if I tweak some texture next day...
My workflow for the textures is something like this:
1) UV mapping
2) Bake AOs from Blender and xNormal
3) Pick some Colors from the game palette, usually grey + some color, draw/flood fill the different areas with the colors
4) AO from xNormal 77 opacity over the Blender AO in a group, set the AO group 100 Multiply over the Color layer
5) Draw some greyscale Details on a layer.. 50-100 Overlay (or sometimes off), maybe draw some detail colors into the Color layer
6) Duplicate/Merge the AO group, Texture Preserving Smooth (25) + Unsharp Mask (1,5rad, 150str, 0clip) on the merged AOs, 100 Overlay/Duplicate/Merge the Detail layer on it... the new merged layer 50 Overlay
7) Duplicate the AO+Detail layer, Local Tone Mapping (20str.. maybe this is a bit too much), Curves (set different brightness values to different colors), possibly Hue Shift after (cold or warm tone?), 50 Soft Light
8 ) Posterize adjustment layer with 24 Levels, 100 Overlay
9) Hue/Saturation adjustment layer -40 Saturation
10) Brightness/Contrast adjustment layer 32 Brightness, 25 contrast
11) Load the game palette / Tweak some of the above stuff to get the final paletted image have the right colors (sometimes add some extra color/noise blend layers to get better conversion)
xNormal Simple Ambient Occlusion Generator settings:
Rays: 128
Uniform
Bias: 0.1
Bright: 0.2
Intensity, Gamma and Contrast: 1.0
This creates a medium sharp worn edge look for them, although maybe some of my filtering settings make the edges a bit too strongly visible? But for now I'll just go with these settings... Only 3 weapons left to texture.
I'm hoping I'll get them done today, so tomorrow I could start adding them ingame and also make some projectile models or sprites for them. I think all the weapons will use visible projectiles. So, even bullets would look like some sort of energy bolts. Maybe on sunday I can record some video action with the weapons.
edit: And here's the other half of the weapons textured.. the preview image has a bit weird colors...
zbang!