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Author Topic: Early 2000's texuring style & methods [some tutorial examples here]  (Read 1224 times)

The303

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While I learned to texture & do high to lowpoly baking methods during my source engine days, ive become quite fond of the old hand-painted style you see with 1998~2005 games.  I managed by dumb luck to find this thread which some guy saved off the now defunct sourceblog.net:

https://forums.tripwireinteractive.com/forum/killing-floor/killing-floor-modifications/3d-and-animation-aa/55519-texturing-tutorial-thread

Does anyone have anything else like this or from sourceblog?  Archive.org seems to give me not found errors.

Editor

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Re: Early 2000's texuring style & methods [some tutorial examples here]
« Reply #1 on: June 15, 2017, 07:49:13 AM »
I actually remember learning some basic texture stills from these exact images. I'll ask around to see if others can be found.

Definitely a lost art before the time of shaders doing the work.
https://www.youtube.com/channel/UCTUvwcRwqr8pCBpBHXZLzCw

Millenia did some tutorials a while back that reflect this style to a degree. I'll post if I find more.
« Last Edit: June 15, 2017, 07:53:15 AM by Thomas »

The303

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Re: Early 2000's texuring style & methods [some tutorial examples here]
« Reply #2 on: June 15, 2017, 10:28:28 AM »
Yeah those millennia videos are are great.

Oh I forgot to add Ben Mathis tutorial section which has some old style methods:
http://www.poopinmymouth.com/tutorials/
(I know, the URL is offputting but this guy is legit and worked on several games)

Alex

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Re: Early 2000's texuring style & methods [some tutorial examples here]
« Reply #3 on: June 18, 2017, 02:04:09 PM »
Ah yeah, that guy was cited by Naughty Dog as "how to destroy your job application with a goofy name" :P

IIRC old texturing was more in line with "classic" hand-drawn 2D painting, it was usually quite broad and rough before getting scaled down a load. I'm sure you could still replicate that look in substance painter if you really wanted to, even with high poly sculpted normals thrown in to help you out; but it's weirdly hard to produce compared to modern PBR textures.

The303

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Re: Early 2000's texuring style & methods [some tutorial examples here]
« Reply #4 on: June 27, 2017, 08:58:35 PM »
I just found this which is one of the more detailed tutorials from that era that managed to survive (lot of the other links are long dead):
http://www.michaeldashow.com/tips_texturepainting.html

I particularly like this one since he touches on the "painting with overlay mode" method which is a pretty neat style of pushing the details.

The303

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Re: Early 2000's texuring style & methods [some tutorial examples here]
« Reply #5 on: March 16, 2018, 04:54:10 PM »
The above link is now down so use archive.

I also just found something very interesting however a LOT of the images did not get archived if anyone has any of these please let me know:
https://web.archive.org/web/20080215110242/http://st.burst.cc:80/tutorials.htm
« Last Edit: March 18, 2018, 09:10:43 PM by The303 »

The303

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Re: Early 2000's texuring style & methods [some tutorial examples here]
« Reply #6 on: March 18, 2018, 09:09:57 PM »
K, I made a big infopost on other forum and collected a bunch of stuff, let me know what you all think:
--------------
Ive been researching and wanting to put together a guide on many of the old methods of texturing that was common from the late 90s to early 2000s before special shaders and maps.  I will list links and resources as well as my commentary on various methods.  Ill begin with the old style:

Tripwire thread on various recovered mini-tutorials:
https://forums.tripwireinteractive.com/forum/killing-floor/killing-floor-modifications/3d-and-animation-aa/55519-texturing-tutorial-thread
(also includes Millenia's video texture playlist at bottom of post)

"Enin" site for mini-tutorials (most is dead but here is the working archives):
Metal & Spring: https://web.archive.org/web/20080216055541/http://st.burst.cc:80/tut_enin1.htm
Wood Stock: https://web.archive.org/web/20080215110220/http://st.burst.cc:80/tut_enin3.htm
Basic metal: https://web.archive.org/web/20071221022901/http://st.burst.cc:80/tut_wanna.htm
Plastic https://web.archive.org/web/20080216055552/http://st.burst.cc:80/tut_exess2.htm
Metals: https://web.archive.org/web/20071221022821/http://st.burst.cc:80/tut_exess1.htm
Photoshop Brush set: https://web.archive.org/web/20040607040331/http://st.gaming-interactive.com:80/brushes/photoshopbrushes1.rar

Tutorial Shack Gun Texturing PDF site dump backup:
https://web.archive.org/web/20050909192652/http://st.burst.cc:80/Tutshack.pdf

Fox-Mike Gun Texturing PDF site dump backup:
https://web.archive.org/web/20040407000001/http://st.gaming-interactive.com:80/MikesSkinningTuts.pdf

Stylized Texture painting of a character step-by-step. Uses "Overlay" method of painting light style (Archive Link)
https://web.archive.org/web/20110210182754/http://michaeldashow.com/tips_texturepainting.html

Face texture painting method video by Ben Mathis:
https://www.youtube.com/watch?v=1QKXpaRiTYs
Character painting method by Ben Mathis (iirc this was originally from 2004ish):
Part1: https://www.youtube.com/watch?v=IvLzk8JrEFs
Part2: https://www.youtube.com/watch?v=lwshiFsq9ec

Rust & Metal painting workflow:
https://www.3dtotal.com/tutorial/658-texturing-metal-part-1-making-the-general-surface-photoshop-by-johny-texture-rust-screw

Painting a tank with welds & mud tutorial:
http://forgottenhope.warumdarum.de/tutorials/skinningdingo.php

Photo-texture/painting hybrid method; this style was used a lot in HL2beta (skip to page 66):
https://orig09.deviantart.net/5ef4/f/2007/122/0/4/3d_tutorial___lowpoly_characte_by_athey.pdf

Texturing a Glock VIDEO series (2007 complete tutorial)
http://www.moddb.com/tutorials/creating-a-weapon-for-source-part-2
I *highly* recommend this one since it is probably the most complete on the "old style" methods.

===============================
New(er) Methods:


A newer method of painting is done in a hybrid method of painting on the texture as well as within the active 3d viewport, also known as "Viewport Canvas" or some other variarion:

Viewport canvas painting method of a stylized gun:
https://www.youtube.com/watch?v=vMg9S5j5bHY

Viewport canvas painting method of a stylized character:
Part1: https://www.youtube.com/watch?v=6VNMLauOUpU
Part2: https://www.youtube.com/watch?v=LLNw4onM_YE
Part3: https://www.youtube.com/watch?v=kM82kaPHAK4
Viewport canvas painting method of a monster character:
https://www.youtube.com/watch?v=2Yr-Pgw3pMw

DOTA2 "Light Bake" texture method:
https://support.steampowered.com/kb/8700-SJKN-4322/dota-2-character-texture-guide


You can use modern highpoly to lowpoly workflow methods to bake out a "Complete Map" which is a render to texture of your model so all the light and bump/specular/gloss/normalmap is "baked in" to the diffuse.   To do this you set up all your materials, create an array of scene lights above your model then use "Render-To-Texture" to bake out the complete map or do it in separate passes for more control.
I have made a quick and dirty guide about doing fine tuning and control with baked maps:


[/URL]My "SkelePuncher" model was a highpoly-to lowpoly render bake using these methods
( https://forums.svencoop.com/showthread.php/44599-SC-5-x-Skelepuncher?p=526924 )


=========================================
An important thing to note when making Cartoony ,Stylized or Anime models is that you may want to consider using either the reduced shadows flag (QC code $flags 256 ) or even use the Sven special texture mode $flatshade which discards shadows and lights the whole texture uniformly. This is best for Anime or painted shadows textures that would normally suffer under vertex shadows.   An example of lighting differences here:


Lastly, don't forget Color Remapping as well:
http://www.the303.org/tutorials/gold_remap.htm

Lastly my MDL export guide is almost complete (still no full playermodels but working on it)
http://www.the303.org/tutorials/gold_mdl.htm
« Last Edit: March 18, 2018, 09:34:15 PM by The303 »

SPRKH

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Re: Early 2000's texuring style & methods [some tutorial examples here]
« Reply #7 on: March 19, 2018, 08:27:19 PM »
Speaking from a counter-strike background theres no particular magic sauce to the techniques used in the 00s. In the end it pretty much comes down to using a base texture and painting highs and lows however you prefer, be it with the dodge/burn tools or a layer effect. Brushes for wear. I probably still have enin's brushes laying around somewhere that everyone and their mom used.

The beauty of that era comes from the personal texturing styles people developed over the years. You can often guess the artist just by looking at the flats. That part is hard to capture in mini tutorials.

Some old farts such as Thanez and Millenia are still around-ish, making stuff now and then.

With that said, i might have some old-ass tuts stored on dusty backup discs. Ill take a look.

/E i appreciate all the effort youre putting into documenting and archiving all of this shit. Your site is a goldmine. Someone should webarchive it
« Last Edit: March 19, 2018, 08:35:45 PM by SPRKH »

JohnChronic

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That was really nice to read Spork, I totally agree that those diffuse only, hand painted textures had such a character to them!

One thing I found that helps, is don't be afraid of layers. Don't be shy about painting over that texture again and again, adding small details and refinements. My workflow is usually to paint a layer, save the .psd, preview it on the model, and then make refinements in a new layer and repeat.
Fairly pro texture artist.

The303

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Yeah, one other thing I found was trying to replicate that old plugin that renders out a UV with those colors for planes that the classic "TexPorter" utility for newer versions of 3dsmax but havent had much luck.  Also unfortnatley as of this month it seems that the original website went down.  Archive link:
https://web.archive.org/web/20081210123740/http://www.cuneytozdas.com:80/software/3dsmax/#Texporter

I found that with blender you can use textools to render out a World-Space normal map (Bent) and desaturate it and get a similar template.


SPRKH

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Re: Early 2000's texuring style & methods [some tutorial examples here]
« Reply #10 on: May 03, 2018, 04:52:12 PM »
I still have an installer for texporter somewhere, if that's wat you need.

JohnChronic

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Re: Early 2000's texuring style & methods [some tutorial examples here]
« Reply #11 on: May 04, 2018, 02:48:19 AM »
I liked to use xnormal to bake all my maps for a while, it's free and can bake almost any type of map.
Fairly pro texture artist.