It seems like people are always asking for tutorials on this stuff, so I thought maybe I would start making some. This is my first time trying to make tutorials (I guess theyre more like walkthroughs, but whatever), so tell me what needs clarifying and what else you want to see. Any other graphics people who feel like adding to this, feel free. (If you dont have image hosting go to www.photobucket.com - its free)
I did all the painting in Photoshop, and so I will refer to tools in Photoshop.
Anyway, Here we go!
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Texturing
Right now Im just going to do simple, tech style, top down texture painting. Ill get in to organic and elements of texturing beyond color and bump another time.
I almost always use textures that are at least 1000 x 1000 px for small to medium ships that will be seen at medium to fairly close. The images linked here are not the real size.
1. First I take a screenshot of the ship from above.
http://img28.photobucket.com/albums/v83/th...sparky/tex1.jpg (176 kb)
2. I then decide what I want the base color to be. I also add large blocks of color where I want panels.
http://img28.photobucket.com/albums/v83/th...sparky/tex2.jpg (120 kb)
3. I add other lines and strokes (Edit -> Stroke) around the panels and in between the panels. For the color map I keep these fairly faint, but they will be important when it comes to bump mapping.
http://img28.photobucket.com/albums/v83/th...sparky/tex3.jpg (136 kb)
4. I paint in a lot of scratchy browns and stuff that will become dirt. I usually do a lot more than I intend to keep, because erasing it out gives you another level of control and random-ness.
http://img28.photobucket.com/albums/v83/th...sparky/tex4.jpg (156 kb)
And then I erase out most of it.
http://img28.photobucket.com/albums/v83/th...sparky/tex5.jpg (148 kb)
5. I do this over and over for different parts. I use a lot of different colors and blend modes. I also change the opacities of the different layers. I find that playing with different methods can sometimes result in the most interesting dirt. This is basically the final color map.
http://img28.photobucket.com/albums/v83/th...sparky/tex6.jpg (180 kb)
6. This is the bump map part. I lower all the dirt layers to almost nothing, and raise up the opacities on those panel lines. Remember that the darker something is, the more it will appear to sink down in the render, the higher something is, the higher it will appear.
http://img28.photobucket.com/albums/v83/th...sparky/tex7.jpg (128 kb)
And here is the ship rendered with those textures:
http://img28.photobucket.com/albums/v83/th...gameshipiso.jpg (36 kb)
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Lighting
I dont claim to be any sort of master on this, so this is some general steps I take to getting started when I light a scene.
1. Here is the default lighting, with the default antialiasing. Ick. Its too bright because of all the ambient light, and the light direction of the main light doesnt compliment the ship. There are also jagged edges from the lack of antialiasing.
http://img28.photobucket.com/albums/v83/th...arky/light1.jpg (76 kb)
2. First, turn on antialiasing. I cant tell you how specifically, because every program is different. It will get rid of those jagged edges.
http://img28.photobucket.com/albums/v83/th...arky/light2.jpg (28 kb)
3. Turn off ambient light. It doesnt help because it just increases the surface luminosity of everything by a set amount. Ambient light will always flatten the image. Also, move the main light to a position where it lights part of the ship in an interesting way. I tend to light stuff from the left, and I dont know why. If you have a sun in your scene the main light should come from that, unless there is a much stronger light source that is apparent in the scene. This light is the key light.
http://img28.photobucket.com/albums/v83/th...arky/light3.jpg (64 kb)
4. Next add a much dimmer light that lights the opposite side from the main light. This is the fill light.
http://img28.photobucket.com/albums/v83/th...arky/light4.jpg (68 kb)
5. Now, sometimes the ship needs a little extra punch from the back. This is the rim light. I dont really think that this ship necessarily needed it, but I did it anyway for the purpose of demonstration. Usually if you have some curves toward the back that need to be set off a bit, and the fill and main lights dont do it, adding a rim light will help. As the name suggests, it should just light the rim of the ship.
http://img28.photobucket.com/albums/v83/th...arky/light5.jpg (68 kb)
This is the set up of lights that I used:
http://img28.photobucket.com/albums/v83/th.../lightsetup.jpg
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Composition
Last one for today. Composing a shot can be very difficult. You want to showcase your ships, and have it be interesting to look at. Im just going to give three examples using basically the same scene in front of a kind of strange nebula. These ships are not particularly high quality, but they work for this.
http://img28.photobucket.com/albums/v83/th...parky/comp1.jpg (124 kb)
This shot isnt all that interesting. The ships are kind of distant, and they arent in a very interesting situation.
http://img28.photobucket.com/albums/v83/th...parky/comp2.jpg (124 kb)
This is a little better, the ships are closer, and they look more like theyre moving. But if you switch the view around, and have the ships going away, its much more interesting:
http://img28.photobucket.com/albums/v83/th...parky/comp3.jpg (124 kb)
I also changed the key light to match the color of the nebula. That usually helps sell the reality of the shot.
Obviously, thats not to say that you should always have your ships running away. Just keep moving the ships around, finding different angles and such. One problem that reoccurs constantly is that people get stuck in one plane. In space, the ships can be going any direction. Play with that. It can be very helpful to do low quality renders that dont take long to just keep seeing how different angles look.
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Well, thats all for now. I hope it helps. Im going to do some more. Topics Im thinking about are making brushes for Photoshop, Modelling, other aspects of texturing (spec, diffuse, luminosity, etc.)
Like I said before, Id love to get feedback on this so I can make better walkthrough things. And of course, please add your own if you want.
This post has been edited by sparky : 02 November 2004 - 02:32 PM