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created Literally Handpainted Uv's
on 12-21-2009 01:15 AM
So I was thinking has anyone actually say printed out their Uv's literally hand painted them and then scanned them back into the computer at high res?
Wondering what this would look like.
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, polygon,
510 Posts,
Join Date Feb 2009,
Location Southern California
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I know that Valve experimented with painting textures before they worked out a pipeline for getting the exact effect they were going for in TF2, but I think that was mainly for world textures.
It'd seem to me that painting a texture would be a pain in the ass because of how much trail and error can go into getting details in the right places.
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, card carrying polycounter,
2,317 Posts,
Join Date Dec 2007,
Location Fremont, CA
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interesting idea, never tried it , but im sure some people with 1337 haxor painting skills could do it
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, polygon,
603 Posts,
Join Date Nov 2008,
Location Sydney, Australia
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Quote:
Originally Posted by Swizzle
I know that Valve experimented with painting textures before they worked out a pipeline for getting the exact effect they were going for in TF2, but I think that was mainly for world textures.
It'd seem to me that painting a texture would be a pain in the ass because of how much trail and error can go into getting details in the right places.
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Thats pretty interesting for TF2 never knew that and maybe if you did a quick line sketch in photoshop before painting over it could save some time. I am going to crank something out with the help of painter friend in the next couple of weeks and see how it goes
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, polygon,
510 Posts,
Join Date Feb 2009,
Location Southern California
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I sculpted them once, with Fimo clay
WHAT ABOUT THAT
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, veteran polycounter,
4,950 Posts,
Join Date Oct 2004,
Location Irvine CA
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I believe they did that for the new Street Fighter game. They printed out the UVs and they oil painted all of the characters, scanned it back it, and applied it.
They obviously met success in their procedure so it's definitely doable.
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, polycounter,
1,174 Posts,
Join Date Sep 2008,
Location Seattle, WA
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a few fellow students back in the uni days did that usually going over the UV with pencils or aquarel colors. But only crispy stuff looked good like Ink, pencil and such. Water based techniques sucked because they were blurred or cut off at UV borders and at the seams.
At first thought you were aiming at camera mapping which is kind of the other way and I am working on something to make that quicker to work with. Lots of great stuff has been done using camera mapping in the VFX industry less in the game industry.
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, veteran polycounter,
3,037 Posts,
Join Date Mar 2008,
Location Sydney Australia
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Someone back in the Q3 modding days did a pirate player model where they printed out the UVs and coloured it in with pencils, I seem to recall it looked quite good.
I've looked for the model once or twice but I can't remember the name so I can never find it 
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, MoP,
11,603 Posts,
Join Date Oct 2004,
Location London, UK
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Interesting. Anyone got any pictures of models done this way? Would love to see some.
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, line,
95 Posts,
Join Date Aug 2009,
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Oil painted character textures:

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, polycounter,
1,174 Posts,
Join Date Sep 2008,
Location Seattle, WA
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these guys look fucking ridiculous
DARN it hurts my eyes
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i think jmeisse did something like this once,, from the blaberings i rember
"to tell you the truth other places were way harsher and ones of maximum rudeness."
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, veteran polycounter,
2,606 Posts,
Join Date Jun 2005,
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David Gurrea has a ton of hand-painted enviro textures on his site.
http://www.davegh.com/blade/davegh.htm
Funny (?) story behind his site, he wasn't paid for his work, so he put on the web for all to use.
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, Polycount.com Editor,
6,684 Posts,
Join Date Oct 2004,
Location Boston USA
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When I first got into 3d I thought this would be awesome to try out, so I'm glad to see someone else thinking about it too. I bet it would make an interesting mini-challenge 
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, polygon,
727 Posts,
Join Date Jan 2007,
Location Austin, TX
, polycounter,
837 Posts,
Join Date Dec 2004,
Location boston hamburg copenhagen
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There were actually quite a few handpainted textures in Daredevil, which were scanned in. But in the end we just mimicked the effect in Photoshop. Video is shit, but you can make out the style (sort of, lol)
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, Moderator++,
6,235 Posts,
Join Date Nov 2004,
Location Richmond, TX
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created Tried this once...
on 12-21-2009 12:07 PM
I tried this a few months ago - I unwrapped a character in 3DS using the checker texture, then rendered a UV template with white edges and black background. In Photoshop I inverted this to get black edges and a white background. I then lightened it with Levels and printed it off at 7" x 7" which interestingly enough comes back in right at 512 x 512 when scanned.
Anyway, I only did line drawing/inking on the printout, scanned it back in, and did the coloring in Photoshop. As was stated by Swizzle in another post in this thread, it didn't work out so well because of all of the trial/error involved in getting details placed just-so on your UV layout. When you create texture details in Photoshop you have the layers to move stuff around, but when you draw it by hand, you're stuck with it unless you want to draw it again. Of course, you could resort to some of the rapid viz/technical illustration techniques of iterative drawing using tracing paper... but now you're talking about an enourmous effort for something that can probably be emulated with a good stylus/tablet or some creative use of Photoshop filters.
Bottom line is - yes, it can be done, and with appropriate planning and patience, it can be done well. But personally, I'd rather hit myself in the head with a hammer 5 or 6 times.
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, vertex,
36 Posts,
Join Date Nov 2009,
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Well thanks for all the feedback guys really like those SFIV screenies Me and my Painter friend are going to get together over the new years so expect something around then
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, polygon,
510 Posts,
Join Date Feb 2009,
Location Southern California
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Never heard of this before. Actually hand painting uvs outside of the computer, is a very interesting idea. Sounds kind of fun with some unique results possible. I will have to try it sometime.
Changing the world one polygon at a time.
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, triangle,
449 Posts,
Join Date Sep 2008,
Location Denver
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Yeah handpainting is fun BUT what have you guys been smoking bout SF4. Once you remove the shader effects it looks pretty photoshoppy to me.

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, veteran polycounter,
4,950 Posts,
Join Date Oct 2004,
Location Irvine CA
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hey MOP,
i did that pirate model. you can even download it here
http://www.ericspitler.com/junk/q3mdl-scurvy.zip
i think i also did a texture for a little dragon using the same technique. did pior do that model?
it was definitely a cool experience trying this, but i wonder if using corel painter would have looked better. it also sucked shrinking the textures down so low for quake 3 specs. maybe i'll try it again some time.
in addition to printing out the wireframe to trace over, i did a rough line drawing in photoshop to figure out where all the main elements in the texture would be and printed that out. when i finished the drawing, and scanned it in, i just treated it like any other texture and used the clone brush to fix seams and what not.
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, spline,
218 Posts,
Join Date Nov 2005,
Location Austin, TX
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Spitty: Awesome! Every now and then I think of that model and I could never find it. Thanks for the link, I'll download and keep around for reference 
Yeah, pior did the little dragon if I remember right, Dragonito, that thing was cool too!
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, MoP,
11,603 Posts,
Join Date Oct 2004,
Location London, UK
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Oh that was you!!!! That skin was awesome, the best of the pack actually!!!
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, veteran polycounter,
4,950 Posts,
Join Date Oct 2004,
Location Irvine CA
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Quote:
Originally Posted by warby
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bookmarked, I'm going to try this someday.
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, polycounter, lvl. 13,
7,070 Posts,
Join Date Jul 2009,
Location Columbus Ohio
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