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Handpainted Texture Tutorial for 3D Low Poly Weapons 

Stylized Station
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In this Tutorial, Liz shows us her workflow that she used to create her beautiful 3D version of The Blade of the Astral Gardener, using Maya, 3DCoat and Photoshop.
There is a ton of great information in this one, so I hope you enjoy!
Original concept by the very talented Maeve Broadbin, check out her work here:
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Be sure to check out Liz's work on Artstation:
www.artstation...
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29 сен 2024

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Комментарии : 18   
@LoGo-94
@LoGo-94 2 года назад
I do... i do.. i do.. i like.. Don't wanna be rude but this hardly can be called tutorial.. oh well, better than nothing i guess.
@Noume777
@Noume777 4 года назад
That's awesome video! may i ask what's texture size of that astral gardener weapon? is it 1024 or 2048? thank you!
@StylizedStation
@StylizedStation 4 года назад
Thanks SO much for the wonderful breakdown Liz! Such a beautiful and delicate asset. ------------------ Hey guys, if you want more in depth tutorials where I take my time and explain EVERYTHING step by step, check out my 3D Coloring Book course, where you can transform your 3D texturing skills with hundreds professional-level assets, and hours of high quality tutorials. Join here: bit.ly/31QPGlq
@thequicksketcher
@thequicksketcher 4 года назад
This is wonderful! love the insight and the use of 3Dcoat to paint this awesome weapon!
@lawrencelawine9082
@lawrencelawine9082 4 года назад
Almost 2k tris is considered low poly? In game development in general, what is considered low poly, or high LOD for a game ready object? Also, first
@zapyray3371
@zapyray3371 4 года назад
Far as I understand , modern phones will have absolutely no problem with with these 2k models so I would consider them low poly . However, some of the environment props should be lower and the higest should go upto 10k. The most performance hit is probably cause of texture maps and lighting algos. In unity Urp , Lit Shader uses the most accurate lighting algos and has like 4-5 texture maps. While unlit uses one base map and dont need lights from scene. You also got stuff in between like simple lit that uses fewer map and its lighting algos makes lots of approximations. Its still hard to research or pre-plan the no. of tris in scene for optimal performance so i guess u gotta experiment urself
@SoftBreadSoft
@SoftBreadSoft 4 года назад
These days in AAA games main characters have up to and over 100k tris including clothes, weapon, etc. A view of a complex scene can have 3-10m+ tris. The targets are different per platform of course.
@zapyray3371
@zapyray3371 4 года назад
@@SoftBreadSoft any suggestions for covering 70-80% of android base ? how many tris per scene and how many textures ?Most articles on this are quite old.
@user-gl1ls1jx3h
@user-gl1ls1jx3h 4 года назад
For some reason, every video I've seen that addresses the amount of tris you should aim for has always said "it depends" without giving any sort of numbers on what you'd wanna aim for. Of course everything always depends on your own situation, but at least give some damn examples. Right now I'm absolutely clueless how many tris are acceptable, so I generally keep the tri count as low as I can.
@SoftBreadSoft
@SoftBreadSoft 4 года назад
@@zapyray3371
@antoniolucas9325
@antoniolucas9325 4 года назад
Hi, I'm following this tutorial but I'm stuck in a Photoshop part where you colorize the ambient oclusion and you do something and it gets applied to the shadow only. I'm not very good at photoshop so I didn't get this, can I get some help?
@davidReyGD
@davidReyGD 4 года назад
Hi Antonio, i think she merge down the layer.
@theperryjones90
@theperryjones90 3 года назад
I'm also stuck here. There are other very small steps that are left out of the video that (if missed) produce vastly different results... :( She also skips the entire "Base Colors" process. I'm very new to 3D coat and have no idea how she got to that point. It's like that old meme: "How to draw an Owl. Step 1. Draw a circle. Step 2. Draw the rest of the owl." A great breakdown otherwise! I learned a lot from this!
@gamedevstanislove
@gamedevstanislove 4 года назад
Looks amazing) good work) thank you.
@StylizedStation
@StylizedStation 4 года назад
Many thanks!
@Bl1tzkriegx
@Bl1tzkriegx 4 года назад
Great breakdown Liz! I hope to see more of your work on the channel! Do you guys have any plans to have anyone show off a breakdown of their texturing process inside of Quixel Mixer?
@StylizedStation
@StylizedStation 4 года назад
Eventually, just not many Mixer projects out there yet.
@octaviordz9160
@octaviordz9160 4 года назад
I take the part "more of your work Liz! Excuse me is there a complete course tutorial since the modeling part to finish?
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