The first step was modeling the spaceship in Blender.
This process was very helpful to understand the demands on 3D models for texturing.
We evolved this 5 key topics from our first spaceship in Blender:
Topology optimization for Substance Painter and Unity3D
Edge Split Modifier
UV optimization for Substance Painter
As 3D model novices we underestimated the importance of a good topology in the first place. We finished the first spaceship in Blender and imported the model in Substance Painter. If you don´t know what a good topology is, your problems will start right now. A lot of shading artifacs appeared and normal map glitches were all over the model.
As always google came to our rescue and we found a pretty helpful youtube video about good topology from Richard Snyder.
We would suggest everybody who starts with blender modeling to watch this video. You will get a better unterstanding of how things are working. Good topology is not only important for a texturing applications like Substance Painter. Also gameengines like Unity3D or UE4 benefit from a good topology.
In conjunction with topology we learned alot about smooth shading, edge split modifier and UV optimization.
Another interesting video from Richard Snyder deals with the topic of fixing a bad topology.
After watching the videos we choose to start the spaceship in Blender all over again. This time it was much easier to import the model to Substance Painter. The next step will be the texturing process. We will live streaming our first texturing attempts with Substance Painter on Twitch.
This weekend we used the time provided by the bad weather to finish the wood plank texture we started last week. While huge raindrops hammered at the windows we streamed some digital painting via Twitch and Youtube and finished our work.
This is what the final texture looks like:
As provided in the results from the last session, we enhanced the details of the wood texture. We painted more shadows to the grain to increase the stylized look. In the final step we added rivets which fix the planks at the ground.
From time to time people ask us which software we are using for handpainted textures. Photoshop works great for painting textures, but we changed our art pipeline to Krita. Krita comes with a feature called wraped around mode, which lets you easily paint tileable images without seams. It copies/wrapes the current image around it self. The best thing is that you can even paint over the edges and the brush stroke continous.
In the next sessions we will use this texture for a wooden floor of a watch tower 3D model.
Feel free to send us feedback and critiques at Facebook.
A few month ago we stumbled over the release of a new painting software called Paintstorm Studio. A quick Google search led us to some promissing videos. We did more research and found a serious looking website with:
an overview of all cool features
save and easy purchase via Paypal
email with an activation/license code
free lifetime update
This first impressions convinced us to give it a try. Time to start playing around with the new toy!
At the beginning of September Version 1.40 of Paintstorm Studio was released.
This is our experience so far:
It is very easy and intuitive to set up the settings for a brush and achieve pretty good results
Even for beginners it is not very hard to get into digital painting with this software
For professionals a fully customizable interface provides the option to optimize the workflow and set up things to their needs
For just 19$ this tool can be a reasonable painting alternative to other professional painting software like Adobes Photoshop or Corel Painter
Paintstorm Studio supports layers, blendmodes, stroke stabilizer and much more. One of the features is a really awesome color mixer
For Photoshop users it might be appealing that PSS supports the .psd file format
Wacom graphic tablets support
The developers team provides some video tutorials to get familiar with the different features and settings. More support comes from a forum and a deviantart community. Our personal experience is that the devs team answeres very fast to questions via email.
If you have become interested you should give it a try. Test painting with Painstorm Studio with 15 days trial version.
In our weekly gameart session yesterday we focused on digital painting. Some people joined the stream and ask: “What software is this?” We suggest everybody who is interested in digital painting especially in tileable textures to take a look at Krita. Krita comes with a cool features call wrap around mode. We use this for all tileable textures as it prevents you from creating seams while painting.
Our goal was to create a tileable and stylized wood textures, which can be used for wooden floors. This is what we achieved so far!
We would love to get some feedback about our work on Facebook.
For our next session we plan to add more details to the grain. This will make the texture look more stylized. For the finishing touch we will add rivets to each plank. If you want to watch us improving this texture follow us on Twitter or Twitch.
We had created some 2D art foliage for a sidescroller scene in Unity3d.
For the background we had used a realistic photo as a dummy or placeholder.
This time we used Inkscape and Photoshop to paint a landscape scene with mountains and trees.
To create the illusion of depth we drew four layers of mountains for the landscape in Inkscape. We started with the layer in the very back and used a light teal color. This mountains are very high. For the next layers we used darker teal colors depending on the distance to the foreground. The nearer the layers are to foreground the more darker teal values we choose.
What do you think about the landscape in Inkscape? We would love to see some feedback on facebook!
Did you miss the live stream? Follow us on Twitch!
Hi everyone check out what we created yesterday in our live show.
We used Inkscape to create vector graphics like a tree trunk, a mushroom or a rock. After that we enhanced the foliage in Photoshop with some incredible brush-technics. The game engine Unity3d is used to place all the created sprites in a scene for a sidescroller game. For the background we used a placeholder photo, so the scene is not that empty. Background will be part of the next session.
Did you miss the live stream? Follow us on Twitch! And don´t miss the next part!
As a game developer, especially when you work at a small indie studio or solo it is very attractive to buy gameart like textures, models and sprites from asset stores and stock archives. There is a huge range of stores that provide all kinds of gameassets and gameart.
The disadvantage of buying gameart from the web:
This art will be found in many other games and you do not stand out of the masses, but there is another problem:
Be careful when you buy gameart from dubious websites. It might be stuff stolen from other stores or extracted data from released games. Even reliable stores are not 100% save.
Authentic shops check submitted content for licence and copyright issues. But stuff might slip through the net and cause a lot of trouble like here. This risk even exists when the offered art is for free.
What might happen when you use unauthorized content?
You get sued
Your Kickstarter or Greenlight Campaign get stopped
You have to pay a fine
Your reputation suffers
How can you try to prevent this?
On many web stores you can check the authors website and other products. At this first step you might be able to identify a untrustworthy provider.
Search the same content on different store platforms. Different authors? Check out the price ranges, huge differences are suspicious!
Search the web for the art or author
Use rated and commented content
Read user comments
Report suspicious content
If you really want to be on the safe side you should make your gameart by yourself!
The advantage of free and low-cost art assets:
This kind of content is great for prototyping and testing. It saves you alot of time when testing game mechanics or demonstrating some parts of a game with placeholders.
This article asserts no claim for legal accuracy or completeness and in this respect do not absolves the user from his duty of verification.