Im working on developing some games in my spare time and I’d really like to target the fidelity of ps2-ps3 style games, mostly for stylistic purposes (but also because I’m solo and don’t have the time and resources to make too many high poly things)Specifically, I’m really interested in how characters like pic related were modeled and textured to look semi-realistic and expressive (especially textures because I’m still terrible with them)Feel free to post low-poly or just your favorite models/textures from the games of the good old era of games
>>995160Dual UV sets in conjunction with camera mapping. Model your character, rig and unwrap your UV to a UV set 'UV1'. Now pose your character infront of a camera to an angle you wanna texture from.Render out your character model with a camera mapped projection UV set UV2' and use as a template to paint ontop of in your paint editor of choice.Assign the result as a texture for UV2 and bake the result down to UV1.Now change the view to cover dead angles that are still untextured or areas that has too much stretch due to the projectionand keep render new templates and repeat. Bake and combine down to your UV1 texture til you've covered your entire model.Advantage of texturing like this is that you get pixel perfect placement of all your details and the end result will look exactly as you painted it.
>not good at texturingoh no
>>995238MagicWizard shit
>>995238I'm a work in progress lol. I'm getting better at texturing but I'm pretty slow at it and it never comes out exactly as I'd likeAlso that's a sick model
>>995160Japanese fighting games from the PS2 era have beautiful character models. That is all.
>>995160So I was able to find the actual in-game model for this character. The model is pretty low poly but I'm having alittle trouble understanding it.For example, how would they get the split that happens on the front of the shirt, about where the nipples should be? Everything else around it seems to be a loop cut, which makes sense but I dont understand how they would have done that without using like the knife tool. Is this all from edge modeling or am I just an idiot?
>>995345they didnt make it split. they combined a row of edges between nipples. it gives that part a slightly crisper crease and importsntly its also a clever way to lower your poly count.
>>995345>Is this all from edge modeling or am I just an idiot?Geometry is just geometry, who knows how the modeller that built that one preferred to work but any and all methods that you can use to generate useful geometry is valid, you have a knife tool and it makes sense to use it; use it.
>>995350>>995352Thank you! I appreciate the help. I'm trying to take modeling seriously so I probably get too into the weeds and worry about random stuff I shouldn'tAgain, thanks! And sorry for the probably simple questions
>>995354>apologizing to chuds on 4chan instead of leaving the thread foreverYou are too white for this board
>>996274Change towards increased compassion gotta start somewhere, and those posts weren't delivered in any chuddy tone, they where helpful.Why is it that being anon should require one to be a dick all the time? Even if no one else know who the asshole behind some unnecessary angry post is the author know.Embrace voluntary politeness and discover the inner love for your fellow tr/3/pot beings.We can still grow the love within ourselves as tho selecting the scale-tool in our software of choicepress ctrl-i to invert select all our love instead of hatred and just crank that motherfucker skyhigh.
I wanted to ask about something a bit more complex in regards to this. I've wanted to know how to do water/river/beachfront texture work using mainly diffuse and maybe some gloss? There are plenty of examples in the PS2 library, but it seems like every dev had a slightly different way of handling it. does anyone have a general workflow for this?screenshot from https://www.youtube.com/watch?v=PhlmYuOJa_0