VertexHD PDF
VertexHD PDF
VertexHD PDF
Featured Artists
2D Concepting
John Park
3D Character
Tor Frick
Freelancing
Staying afloat job guide.
Tech Talk
Memory/Performance
Q&A SPARTH
ZBrush Tips
Color Theory
On The Radar
02
VERTEX
About The Editor
03
On top of all of this, he has spent over a year investing his own time and
effort developing *VERTEX*, with the assistance of a cavalcade of talented
artists and game-art veterans to bring you one of the most comprehensive
resources that belongs in every game-artists library.
-Emil Mujanovic
VERTEX
Table of Contents
04
VERTEX
Table of Contents
05
VERTEX
06
VERTEX
Zbrush Tips & Tricks
08
The ViewPort
How do I navigate around in ZBrush?
First of all, I know there are tons of 3D programs out
there like Maya, 3dsmax, XSI, Modo, and many oth-
ers that use different setups when it comes to moving
around in the scene. I want you guys to learn the very
basics of camera movements in ZBrush first before we
move onto anything else.
Rotation:
Simply holding the Left Mouse on the canvas and drag.
Panning:
Hold Alt and Left Mouse and drag.
Zoom In:
Hold Alt > hold Left Mouse > let go of Alt and drag your mouse.
Snap to View:
Hold Shift if you need to snap onto specific angles.
Perspective View:
Press P to switch to Perspective view and again to go back to isometric.
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Zbrush Tips & Tricks
09
Using Dynamesh
Keeping things simple and fun!
So whats the best way to do a quick
concept for your boss to see in 3D
from scratch? The answer to that
question is DynaMesh. This new
feature is great for starting your base
mesh in ZBrush.
Under the Project tab, scroll to the right and you will see DynaMesh.
The Subdivisions
So what makes the density of your mesh?
On the top menu, click Tool > Geometry You will find Divide which creates a new
subdivision level that multiplies the density of your mesh by 4.
Lower Res and Higher Res lets you control which subdivision level you want to
work on.
Under DynaMesh, there is also a scroll bar for Resolution. What this thing does
is, it lets you set the density of the DynaMesh.
Turning off Smt will let you subdivide your mesh without smoothing it. I usually
use it for lower poly models to fix textures or simply for poly painting.
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Zbrush Tips & Tricks
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The Brushes
Finding those key brushes we need.
Lets open the Brush tab that currently says Standard, or press b to bring up
the brush menu.
As you can see, theres a huge variety of brushes to choose from.
Sure, all these brushes can be intimidating, but we only need to find the key
ones for now.
We dont really need to use all of them, so I will briefly talk about the ones I
personally use the most in my modeling process.
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Proportions and silhouette are very important at the start of the modeling process.
If you look at the basic shape of Diablos head, its very close to the shape of a boo-
merang. This Diablo Bust was constructed with a total of 3 DynaMesh spheres. A
head, body, and a shoulder thats been mirrored over across the X axis. If you guys
take a look at the menu screenshot, you will find Activate Symmetry under the
Transform tab in the top menu.
DynaMeshs Potential
What makes DynaMesh so powerful?
As you move the mesh around, you will notice your wireframe is all stretched
and deformed.
Look for the resolution amount under the geometry tab.
Keep refining your DynaMesh until youre happy with the result.
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Zbrush Tips & Tricks
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Avoiding Noise
Building a good composition in your work.
Keep this in mind as your pushing and pulling out
muscle shapes with the Clay Brush.
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Zbrush Tips & Tricks
013
SubTools
How do I manage all the pieces?
The SubTool menu is a basically the Properties Tab
for all your pieces in the scene. If you want to ad-
just model visibility, or just organize your pieces, this
would be the tab to do it.
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Zbrush Tips & Tricks
014
Stylized artwork like Team Fortress will most likely use this all
the time for their characters.
For the Diablo Bust, I used it mostly on the top of the horns to
break it up a bit and tp add that chiseled look.
BPR Rendering
Photoshop in ZBrush.
I used to take screenshots of rendered layers into Photoshop
to composite my final image. But it was such a hassle to make
further adjustments. With BPR Rendering, you can set up all
your layers like, Blur, Sharpen, Overlay, Color filters and all that
within ZBrush now!
Revisiting
Art is never flawless and perfect
Theres always going be an endless stream of changes you wish
you couldve done on a piece of artwork after revisiting it later
on.
Creating art has always been more of a learning process for me.
Well some of the things I can think on top of my head are defi-
nitely improving the lighting. With a stronger rim light, this
piece can look more appealing.
Applying a wax skin shader for the light to bleed in from behind
would look great too!
Depth of field is another thing I couldve added.
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Zbrush Tips & Tricks
015
The Conclusion
I hope this tutorial was helpful for those of you who are new to
ZBrush and needed a helping hand to guide you through the basics.
This is also my first tutorial Ive written so far, so please let me know
if you guys have any questions or comments! Also feel free to let me
know what other tutorials you guys want to see in the future and
maybe I can help make that happen! Anyways, thank you all for your
time! Now lets see all the amazing ideas you guys can all come up
with!
About Me
My name is Sam Yang, Im currently working at Riot Games as a 3D
Artist on League of Legends. So a little bit about myself! I was born
in Taiwan, my family and I moved all the way to Vancouver in Canada
where I grew up. Ive worked on Smallville: Season 7 and many other
projects involving VFX, Aviation, Interior De-signing, Commercial and
also Flash Animation. I worked at Blizzard on StarCraft 2 before join-
ing the Riot Games Team.
All trademarks referenced herein are the properties of their respective owners.
2012 Blizzard Entertainment. All rights reserved.
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Diuse Only Model Workow Analysis
016
In this article I intend to show you some things which are good to keep in mind when designing combat areas in an
FPS level. The examples below are targeted towards single player design, but most of the ideas can be applied to
multiplayer design as well.
Its hard to say this is how you design something which will work, instead Ill list things which can contribute to
creating a fun gameplay environment. Also keep in mind that theres no point in trying to force all of these elements
into each combat scenario, instead use them as tools when youre designing an area and the gameplay is lacking in
some way. Towards the end of the article we will put these things into practice and design a combat environment.
Getting Started
So lets get started with an example of a poor combat scenario. In the screenshot below, the player will enter
through the door at the bottom. They will see the enemies inside the room, and they will most likely do what any
smart person would do and pull back to hang out near the door, letting the enemies come to them.
The player is starting out in a clearly disadvantageous position, with no prior knowledge of the area they are enter-
ing, so the most boring solution is also the best one. This tactic ensures that the player will win with the least risk to
themselves, even though it will hardly be a fun couple of minutes spent waiting for the enemies to wander into their
gun sights.
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Combat Areas
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The Options
Another thing to try and avoid is when the player always has Line of Sight (LOS) to the enemies. If you allow the AI to
slip away from the player for a while (along with giving the AI options), then the enemy has a chance of doing sur-
prising things which makes the fight a bit more unpredictable. It might also give the player the impression that the AI
is smarter than it really is, since its been given a chance to perform some simple choices.
Of course, if you are fighting in what is essentially a box, the AI wont be able to do anything surprising even if they
are given the chance. If possible, design the area so that both the player and the AI have possibilities for flanking
each other. If the player is intent on digging in and being immobile then hes at a disadvantage, and the enemies
should be able to exploit that. If you dont give the player any incentive to move around the fight might become
more akin to a turret section.
When creating your flanking paths, remember to keep them balanced. The player should use the flanking paths as
a way to get into a better position in the main area, the path itself shouldnt be so safe that the player will decide to
stay.
The Bribery
Another great way to get the player moving is to give them rewards for daring to move into the combat area. These
can be ammunition, health, anything worth taking a risk for. These rewards can offer the player a tradeoff, such as
drawing the player out into the open while leaving a safe position behind. Of course, risk doesnt have to be tied to
the reward. It can simply be used as an incentive to get the player moving and exploring the space.
Another thing which can draw the player in is a clearly advantageous position, such as a raised platform or a control-
lable turret. These will give the player an edge in combat and will tip the odds in their favor. Therefore, there can be
risks associated with getting to these spots since once the player gets there the battle is more or less decided.
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Combat Areas
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If the player enters a combat area and can plainly see the exit, they will most likely try to make their way to it as
efficiently as possible. If the player can skip past combat encounters and continue on his way with no challenge,
then the feel and pacing of the level will suffer overall. With this in mind, the route leading to the exit should be well
thought out to prevent the player from bypassing all enemies and skipping the encounter entirely.
If an exit is not immediately visible (around a corner etc.), the player will be forced to get acquainted with the area
and commit to the combat, since it might be risky to make a run for it when they dont know where to go.
If the environment allows it, try to add some height differences to your combat area. Making the player look up or
down during the fight keeps the player active and on their toes. This can also force the player to make evaluations
and decisions on the fly. If an enemy is on the same level as the player, but further away than an enemy on a cat-
walk, it might still be more important to take out the enemy which is able to get to the player.
Its a good idea to draw the player into the area before starting the battle, since the player will have some knowl-
edge of where to take cover and what the different movement options are. If the player is confronted with a com-
pletely new space with some enemies in it, theres a high chance they will stay in the zone they are comfortable with
and not commit to the combat area. This will either result in a boring combat scenario or a scenario which doesnt
fully utilize the area its been designed for. One way to get the player to leave their comfort zone is by offering re-
wards to draw them in, or having the player start out in a position where they are at a disadvantage.
Try to see the area from the enemys perspective as well. Dont get locked into the point of view of the player. The
enemies should have options, not every path should spring out from the players starting position. Of course we are
creating a battle that the player will (or should) win in the end, but the enemies should be given a fair chance.
Alright, lets try to keep these things in mind, and lets get started on creating
the combat area itself!
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Combat Areas
020
They are the same size as the player character, which means that wherever the player can go, so can they. As for
weaponry, they have a rifle which requires a clear line of sight towards the player, along with grenades, which can be
used to flush out the player. They also have squad AI, which means that several soldiers can work together to take
down the player.
So, summing up our enemy character; They have the same capabilities as the player which gives us a great oppor-
tunity to create a layout with a lot of movement. Since the player and the enemies can switch positions during the
fight, a position which works for one side will work for the other side as well. Lets make a quick mockup of such a
layout.
Of course, in this first version, all areas are pretty much equally valuable. That means that theres no incentive to the
player to actually move around the area since no area gives any advantage. Lets add something to the area to make
the player more motivated to move around. In this example, both sides start out in the same position and have the
same options for movement and cover. This will lead to a boring and predictable fight. Lets try to fix that by offset-
ting the balance of the room a bit, so that there are pros and cons and the player has to make a choice. To better
motivate the player to put himself in the risk zone, we will add a cache of weapons, which can push the player to
make decisions towards his navigation through the room.
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Combat Areas
021
Now then, the arena has become more interesting. Lets further improve the fight by blocking the players Line Of
Sight, which will force the player to actively keep track of the enemies. At the same time, lets give both the player
and the AI some options to move around the room whilst staying out of the main area.
Now that we have a fully featured layout working its time to have others playtest it. Dont get too attached to a
layout while its in this mockup state, since things are bound to change when you receive your first feedback. When
playing your own level you are able to identify a lot of the major problems with flow and gameplay, however you
know the level inside out, so the sooner you can get new eyes on the level the better.
Maybe you have a preferred way of approaching the battle, but when a new player tries out the level they will make
other choices which can expose flaws in the layout and/or scripting. When testing its a good idea to start out with a
somewhat small pool of testers at first, then introduce more people to the level as you make new iterations.
This will get you feedback regarding your progress but also fresh feedback regarding the overall gameplay of the
level. I usually start out with 2-3 testers in the first batch, then introduce one more in each major iteration. This en-
sures a steady flow of recursive feedback (did the thing I tried to fix work?) along with fresh feedback.
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Combat Areas
022
Wrapping Up
Weve successfully designed, iterated and scripted a fun combat area. The testers are happy and you feel confident
in the level. Now comes the time to take it out of the mockup stage and get it up to par graphics-wise. When art-
passing an area its likely that things will change slightly. Large and bulky geometry often doesnt translate well to
impressive graphics. However, the initial idea of the area and the flow of combat should remain more or less the
same. Dont make too many compromises for the sake of graphics because poor gameplay will sour the impression
no matter how nice it looks.
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Combat Areas
023
Here we can see the initial layout all dressed up in the three archetypical FPS styles ; sewer, office and industrial. You
can see that the initial layout has been slightly tweaked in spots to support the art style, but nothing so major that it
will affect the gameplay.
Its important to keep playtesting through this stage so that you dont get carried away and make sweeping changes
just for the sake of graphics. If you cant fit a doorway in somewhere in the art-passed version then try to find a dif-
ferent solution to the problem while keeping the initial layout.
That wraps up this article about combat area design. I hope youve found this article interesting and maybe even
learned something.
About Me
My name is Magnar Jenssen, Im currently working at
Avalanche Studios as a level designer on an as-of-yet
unannounced game.
The great thing about being a level designer is that youll never design the same level twice. Each project comes with
its own challenges and rewards, and you always continue learning and developing your skills. As videogames con-
tinue to become more and more advanced, I believe that level designers will move more towards becoming game-
play designers and focus more on layout and gameplay scenarios. I hope youve enjoyed the article, and if youre just
starting out with level design, I wish you the best of luck!
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024
Introduction
Have you ever come home from a work day intent on
starting your own film or game? Determined to draw
every night, or write, or compose? Most creative pro-
fessionals (in and out of the industry) have dreams that
extend beyond their day jobs.
Dragon Weaver
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Make Something Happen Yourself
026
Dream Team
Finding a Dream Team.
Brad Marques (the Founder of Bam-Bu)
gathered together a team of amaz-
ingly talented people to help him on
his project, but it wasnt as easy as just
grabbing all of his friends. Brad was of-
ten tempted to ask everyone he met to
help him with his project. It was easy to
think another artist on the project cant
hurt!
Essentially, Brad is looking for people to become a part of his idea. Instead of finding talented people and then con-
forming them to his idea, Brad finds people who he trusts enough to allow his idea to conform to them. The result is
a team full of people who trust each other and feel connected to the project.
This trust allows team members to feel more like they are being set loose on an idea, rather than being assigned
to an idea. It sounds almost too perfect, and it is. Obviously there will be differing opinions even in such a carefully
chosen group. Brad had to learn to let go and allow his idea to change and grow as more people got their hands on
it.
The Grind
Avoiding the Grind.
One of the most challenging aspects of personal work is keeping it rolling along. We never want to feel like we are
running in circles or endlessly revising. On the Bam-Bu team, we have identified a couple obstacles that kill momen-
tum, and kill our motivation. These obstacles are originality, perfection and addition. We avoid all three as much as
possible. The following paragraphs explain why:
Lets start with being original. Originality is an extremely vague word and defining it often results in setting unre-
alistic expectations such as: Something unexpected or Something that has never been done before. Defining
originality as something that has never been done is an extremely harmful frame of mind. On the Bam-Bu team,
we prefer the word: Specificity.
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Make Something Happen Yourself
027
We actively use cliches to tell our story and make our ideas clear.
Where cliches fall short, they are boring and unconnected to a
situation. So, once we have our cliche moment, we go in and
think about specificity: what context is our character shaking
their fist in?
A large character will shake their fist differently from a small char-
acter. A character holding a sword will shake their fist very differ-
ently from a character holding a cup of coffee. In the end, it is still
a cliche gesture but the specifics can make it interesting.
Feature Creep
Avoiding Feature Creep.
Not only do we try to avoid new ideas (after weve made a decision) but we also try to avoid adding more stuff to
the ideas we already have. It is very tempting to lengthen a shot or cram it full of more characters/effects but addi-
tion is another way to stop momentum. Any time something more is added to a project the finish line gets further
away. We at Bam-Bu are huge proponents of shortening, stripping and subtracting as much as we possibly can.
Anything that does not help us tell our story, or sell our main idea, we cut from the project.
We never ask What can we add? We instead ask What can we take away? Once we cant find anything to re-
move, we consider the idea complete (more or less). The concept of subtraction is not unique to Bam-Bu, but we
embrace it as if it were our own.
Ultimately, adding more stuff or obsessing over perfection and originality are surefire ways to turn a fun art project
into a vicious loop of endless revisions. Momentum is our golden rule. We embrace our initial instinct and run with
it. Why is that so important? Each team member is coming off of a full day at work- they are sacrificing free time for
this side project. The turn-around has to be quick or else the creative spark will fizzle out. If our most of our time
and talent is spent chasing multiple options we will probably never finish. We embrace our mistakes and do once
over revisions but ultimately we trust that the whole will be greater than the sum of the parts. We want a finished
product, mistakes and all.
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Make Something Happen Yourself
028
Artistic Choices
Limitations
It takes a huge amount of discipline to set ar-
tistic limitations. Every member of the Bam-Bu
team is a high level professional artist. We are
capable of making extremely detailed and intri-
cate work.
The animation style has to play nice with all of the other
elements of the story: The models, the rendered look, the
method of storytelling all affect choosing an animation
style. A soft light-hearted story with pillow-like characters
would probably warrant flowing movement and constant
easing- while a story with fast pacing and angular char-
acters might have wild poses, fast overshoots, and tight
moving holds. There are no hard rules on choosing an ani-
mation style- but the choices behind an animation style
should always have strong reasons.
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Make Something Happen Yourself
029
Finding a Posture
A characters default posture
In terms of character behavior, I always ask myself
where the character is in their arc. I like to ask myself
things like, Where has the character been before this
scene and where is the character going?, What are
the characters needs or desires?, and What deci-
sion is the character trying to make right now? Asking
these sorts of questions helps give meaning to their
actions and helps establish rules for how they will
behave.
Bam-Bu is all about setting up rules as early as possible. Many artists struggle because they want to keep as many
doors open as possible and have a hard time committing to a limitation. At Bam-Bu, we love to commit. Once we
have our limits, we can set about pushing up against them and getting stuff done!
In Conclusion
All in all, Bam-Bu is about creating an environment that keeps us creative. We believe that our motivation is a prod-
uct of our surroundings and we are actively trying to create the best surroundings we can. We are still figuring it
out, and we certainly are far from getting it perfect, but if we are making art in the mean time, we wont stress on
that!
Brad Marques, Tomas Jech, Rylan Davies, Pio Ravago, Jeremy Robins, Jesse Baumgartner,
Gino Whitehall, Te Wilson, Josh Singh, Kim Gilbert, Matt Genovese, James Peterson
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030
VERTEX
Female Face
032
(Final Fantasy XII Fran Fanart Features isolated for loop workflow.)
Its important to be constantly looking at what youre Swapping matcaps while you work is like instantly
sculpting from every possible angle, as this will help changing your lighting setup and will often highlight
find problems with the forms. Initially I pay special at- problem areas very quickly.
tention to the front and profile views of the head and
then shift to views to add volume to the forms.
Get some proxys going for eyeballs, eyelashes, and teeth if the mouth is open. Eyeballs and lashes will help
you create an appealing structure around the eye. Teeth will give her open mouth some depth.
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Female Face
033
Starting to Polypaint
Once the sculpt reaches a point Im happy with, its straight into polypaint
(Chun-Li was looking too mousey on the left though in hindsight I like it more now!)
I always start with the eyes as I think they are the most important part of a female face, getting these right will
light the way for the rest of the face.
PaintOvers
I quickly polypaint the rest of the face
at this point as it provides a new per-
spective on the direction Ive chosen
and reaffirms that I made the right
choices. Sometimes though, I realize I
havent! My Cyber Chun-Li was a good
example of this.
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Female Face
034
The Hair
Creating a hairstyle
How well a particular hairstyle works with the female face has a lot to do with the overall shape of the head and the
position of the eyes and eyebrows. Its also one of areas you can use to really bring out the personality of the char-
acter. It has a significant impact on silhouette and can often be one of the, if not the most, standout and memorable
features of a female character.
I refer to the mockups I painted in Photoshop at this stage and spend some time gathering photographic reference
for hairstyles that resemble the look I was aiming to hit.
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Female Face
035
Once Ive got a rough volume, I export those shells into zbrush and use the move brush to further finesse it into
something I want.
I then move to the next level of detail with smaller strands and tackle the fringe area and any hair thats falling in
front of the face. I make 4 or 5 smaller and thinner shells and export those into zbrush. I duplicate and place them
around to build up more volume and shape. I prefer to do the placement and duplication in zbrush as its super quick
to shape and move strands via polygroup.
UVW map these shells before exporting to zbrush if you plan on using them as your final hair model, especially
if youre doing things like twists and curls as it can save you unwrapping time later.
Naturally, eyelashes clump together at the tips, do your best to express that!
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Female Face
036
(Eyelashes for proxy sculpt on the left, and a realtime example on a 1bit alpha plane on the right)
For me the whole eye area is the most enjoyable part of the face to work on. There are a few things that I think can
really make them pop and help give them a pleasing / alluring quality.
Make sure the lowest part of the iris is just touching Never dilate the pupil, but dont over constrict it ei-
the lower eyelid, while the upper eyelid should pass ther. A good rule of thumb is to make the diameter
about half way through the distance between the top of the iris around 3 pupils wide.
of the pupil and the top of the iris. Closing the upper
lid more can give a sleepier / sultrier the look depend- The Iris should be darkened and slightly desaturat-
ing on what you do with the rest of the face. ed from about the middle of the pupil and up, but
saturated and lighter from the middle of the pupil
The very outer edge of the iris should be a darker down.
hue of the chosen iris color and there should never
be a hard transition where the pupil meets the iris or If your hand painting a highlight into the eye, place
where the iris meets the sclera. it above the center of the pupil, rather than to
one side. You can also paint a hemisphere into the
Dont forget the wetness on the lower lid! I like to specular map of the eyeball to simulate reflections,
paint it straight into the specular map. or even a combination of both.
Take a screenshot of your model from straight on, draw a line from the outside of the nostril, up through the
center of the pupil and continue the line on. Where the line intersects the brow is where the top arch of the
eyebrow should be.
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Female Face
037
Final Thoughts
Mastering the female face is the biggest yet most rewarding challenge Ive faced in my career so far. Each new face
teaches me new things and I feel like a n00b all over again. There are so many complexities to learn, study and put
into practice, and although I have a penchant for exaggerating certain traits beyond the normal, (especially the eyes)
I cant stress the importance of drawing or painting faces or parts of faces from good photo reference or anatomy
books whenever you can to get a solid grounding in reality before pushing the boundaries.
If I could show a progression of all the failed models and sculpts Ive made along the way it would probably fill this
magazine! So dont be disheartened if at first things just arent clicking, because believe me, things did not go well
for me at all for many, many years!! I hope there are some useful tips here, and again, if they do help, show me
some before and afters! Happy arting!
About Me
Born and Raised in New Zealand, I liked 3 things growing up: Games, Art and
Aircraft. In 2001 I moved to Australia and studied at Qantm College in Brisbane
back in 2002-2003 to complete a diploma in Games Programming (C++) where
I also met Steph who is now my awesome Wife! Not long after I graduated, I
got my first paid gig, and very soon after became so busy with freelance work
that I needed to hire on help to keep up. I opened an outsourcing studio with
Steph and fairly soon we had a team of 5 or so other friends working on pro-
jects for clients all over the world. After 3 years of being a manager I missed
art. I decided to go back to being a grunt in the front lines, so I got an in-house
at Fuzzyeyes Studios working on Edge of Twilight as a Character Artist. I was
eventually elevated to a lead position, and ended up staying there for almost 3
years. Those were easily some of the best times in my career so far.
I got the opportunity to help Trion Worlds in sunny California, back in late
2009 on their Debut MMO Rift. I started as a Senior Character Artist and was
promoted to Lead Character artist. It was very difficult to leave, but Im very
proud of how highly the game scored in the graphics department and how well Jon-Troy
received the character art has been by fans of the game!!
Nickel
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038
Freelance 101
Ben Regimbal
Tips & Tricks on Freelancing by:
When I started freelancing many years ago, I was shocked by how little information there was along with how the
few other 3d freelancer would keep their work ethic and tricks very secret. Nowadays its a bit different as there is a
ton of information.
However not much of that is very pertinent nor do they come from experienced sources. Hence this little Intrusion
into my world.
Step One Once you have a rough number, its a bit easier to
see how much you need monthly. From here with a
bit of math you can come up with an hourly price.
What kind of freelancer are you?
Having an hourly quote is something for yourself. Use
The 2 main paths are Solo and Outsourcing Companies. it to determine an assets price, not to give away to
Working with Outsourcing companies take a huge load off clients. Its useless on its own.
your shoulders. Its good for part time and full time freelanc-
ers. No client search, bids, estimates, or having to deal with When setting a price for a client make sure you
the back and forth emails with the clients. have the following information regarding the assets
needed: polycount, texture size ( # of textures), if it
The Solo path is a bit more complex. You have to find your requires a rig/skin , does it require export to an en-
clients, determine your prices, make bids and estimates. You gine, the time frame, and any other information that
have to deal with contracts, meetings, fixes, back and forth, seems appropriate to understand what is expected.
Keeping track of payment, and more often than not, deal Remember the more you know, the fewer surprises
with multiple clients and deadlines at the same time. Hell you will get ( and you will get many.)
if you are into it, deal with your own employees. Of course
doing all that while making the actual art .
Figuring out the time frame of creation demands ex-
This path is the path I will focus on. Its what I chose when I perience, otherwise its a bit of a guess work. I know
started freelancing and I havent looked back. how many hours it will take me to create a low poly
with a1024x1024 texture fully rigged, Do you?
How Much? With time it gets easier to understand your speed. In
your quotes, include 1-2 more hours in case fixes are
How Much Do I Charge For This?
needed and for emails back and forth.
Before hunting for clients, you have to figure out
what and how you will charge. Whats your worth?
How much should I charge? This is the question I am Hours of creation/fixes X
asked sooo often. There is no easy magic number
here. There are a few things to do before figuring Hourly quote = Asset price.
that out.
Your Monthly Expenses If you are making a bid for 10-30 assets of the same
style, remember that your speed will increase after
( Rent, mortgage, food, kids, bills, and extra money) the first few assets and you will get used to the work
and the clients. Its important to consider that when
Taxes making your bid.
What are the taxes law in your country, You need to
save some money on each payment you receive. It will lower your overall cost making you more ap-
pealing to the client, and you still make a profit.
Retirement & Emergency
You never know, and remember you dont have
healthcare, all those fancy things you get as a full
time employee.
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Freelance 101
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Black Book -Time frame. You dont want any surprises. Remember that
sometimes hearing back from a client may take time, you
have to consider that.
There are a whole lot of ways to find more work, like
finding an on-site job. You have to market yourself, -Start Date, again, no surprises. Its better to have a week
even more since it will feel like you are finding a new day start, you dont want the client to know you work on
job every few weeks or months, until you are well the weekend.
set-up and known.
Do a bit of detective work and find out a bit more about the
-An easy to use Portfolio is key. I suggest pictures of artist, lead, and producers you will work with. A history of
your work right away. No fancy clicking, just art and egos and pickiness will impact the time frame.
quick contact info so they can reach you.
I advise to not start any work before a contract as been
-Linkedin. Get on board guys, it is a very fast way to looked at carefully and signed by both parties. This also
get known to potential clients/artist. includes information about payment. Paid at completion of
work? Or approval? twenty days after the invoice was sent?
-Cg Forums. Many forums like Polycount, CGhub , And so on.
and CGtalk offer a job section. Keep watch but re-
member you will be fighting many many others.
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Freelance 101
041
Multi Tasking Check and wire transfers are the only two methods
I enjoy using. Checks, only for local work or smaller
amounts. Wire Transfer is quick, easy, cheap, and no
Its important to plan ahead. Even if right now you have a fuss, Contact your bank to receive the necessary infor-
contract, you dont want to have nothing when its done. mation. Paypal is used by some, but I advise against it
You have to set things in motion, plant mines. With time with bigger companies.
you might have, or want, to do more than one project
at a time. Thats tricky and not everyone can handle it, The key to be a successful freelancer and to survive in
because it demands careful planning and being able to this business for many years without being hungry is to
switch styles in a matter of hours, everyday... be professional. I know many people believe freelance
is an easy way out. Where you can wake up whenever
If you are willing to do it, you cannot let it effect your you want, work as little as you want, be free and care-
work. With any of your clients, remember its a relation- free, but it wont get you anywhere. Maybe you will
ship. You want it to end on good terms ( like in life.. erm..) make it for a few months, but times will get hard.
Having your client used to receiving WIP or files at the Plan your work, make a schedule and follow it. Its
same time each day or so will come in handy. Set up dif- much easier for your client if you deliver work and WiP
ferent times for each client, and respect them, so they at the same time. Dont treat freelance like its just
dont have to worry. Know your limits. I have seen many a thing to do before you get a full time job. It is a full
artists explode from doing this. Handle with care, and time job, and for me it has been a career.
dont do this right away. Find time to know your speed
and figure out ways to work faster and better. Be professional, dont miss deadlines, market yourself,
dont over book yourself and dont give up. Im always
The Payments open for questions, and I will be glad to do a follow up
article with answers.
There is multiple ways to do this. Have it all settled
before getting started. Its a worry you do not want.
I prefer being paid at the approval of the work. With
long term clients, I invoice at the end of each month.
It can take a few weeks before the invoice is processed
if they follow their payment system. Payment after ap-
proval of each asset is possible, but I advise against it
if there are multiple assets. The client doesnt want to
receive a new invoice every day.
Some people prefer splitting the payment in 3 parts
(for bigger contracts, or longer time frames) Initial
payment, middle payment and at the completion of
the work. Not every client is comfortable with this.
About Me
Im a 11 year Veteran of the Game industry. Canadian Born, living in
Seoul , Korea with my Artist wife. I enjoy the low poly work and paint-
ing my texture old school style. Freelance for 7 years and I left my
mark, big or small, on over 60 games.
Ben Regimbal
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Life as a Technical Artist
044
Additional reading:
http://en.wikipedia.org/wiki/Frame_rate
http://udn.epicgames.com/Three/PerformanceDebugging.html
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Additional reading:
http://en.wikipedia.org/wiki/Regression_testing
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DRAGONS PERCH
Jonathan Fletcher
A Walkthrough on Stylized Painted Textures by:
This is The Dragons Perch Tavern, a model I have recently Edgework is how well defined the edges in your tex-
finished, and an in depth walkthrough and explanation of tures are. Its really simple and can really make shapes
what is one of my favourite art styles. stand out visually.
This walkthrough will go over some style guidelines, Gradients are obviously the transition of one colour or
various techniques and useful tips for creating stylized value to another. Again, very simple, yet it helps draw
hand painted diffuse-only textures. Basically, the kind of the eye where you want it to. It highlights areas and
stuff youd see in a game like World of Warcraft, Diablo 3, brings warmth and variation to your textures.
Torchlight etc.
Bevels are simply introducing some 3d into your tex-
Keep in mind however that what appeals to some may ture, adding thickness and volume to a surface as well
not appeal to others. Everyone has their own preferences as being a substitute for simple surface details.
and ways about their texturing. So dont take anything to
heart, and I encourage you to find your own ways of doing These are the main things I concern myself with whilst
things, because Im no super-artist, but maybe I can help! making painted textures, as I feel that for the most part,
The 3 things I find most important about painted textures thats all that is needed to make them look nice (de-
are the following (In no order) pending on the style of course).
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Making Iterations
Throughout the construction of this model I was constant-
ly hopping back and forth from different textures to make
them work well with one another. I never get them right
the first try.
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Starting Brickwork
Heres our base colour. This texture will be 256x256 in di-
mension and will need to tile. Ive added some very subtle
variation to get started.
Base Colors
Before you get into anything youre going to want to
make sure your materials are set to 100% self illumina-
tion, with no specular highlights. This will make it so
youre only seeing the diffuse. Apply some base colours
in your materials (They dont have to be perfect, just a
simple starting point) and you should be ready to roll.
Next its a good idea to rough out some edges to get the
shape of our bricks, I recommend doing this freehand as
it can give some nice, subtle distinctions in the shape of
the bricks and stop things from very quickly becoming
generic.
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You can easily tone things down with a large brush stroke
with less pressure.
With a smaller brush, Ive started to add contrast to the Adding a couple cracks will provide nice variation and
cracks. make it appear as a stone structure. Add highlights
and shadows to the cracks so they dont just appear
as simple lines. Remember when doing smaller details
like this to consider how they appear from a distance.
If they become too much noise, maybe you can inflate
their size, or just get rid of them, whatever works best.
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The Woodwork
This texture will be for the Roof of the building, and will be sourced elsewhere later on. It will also provide a nice
base for wooden planks everywhere else throughout the model to save time and not have to repaint them.
So to start, like the bricks, we want to draw in some rough lines again. Freehand with some distortion provides a
nice bit of variation. Paint in some darker areas around the side of the planks, as our lighting will be from above
most of the time. Add a simple edge to get started.
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Now, with a brush size equal to the width of the planks, pick a brighter colour and gently brush in some basic gradi-
ents. Leaving some planks darker, or having a higher or lower gradient, provides a nice bit of variation and gives the
appearance that some planks are stuck out further than others, or even curved outwards.
Now we can wash out any extremes, and start to refine some of the edges a bit more. Some simple cracks going
inwards from the bottom of the planks are good to kick things off, use the colour/values from the side in which the
cracks are coming from, to keep it consistent. Dont go overboard with these cracks just yet.
Now we can start to define the edges further with the cracks in mind. Keep it to the ends of the planks for now as
adding extremely defined edges to every part of the planks can get noisy very fast. With the new inner edges we can
start to see some nice bevels forming in between the planks!
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Now we can clean things up a bit, start to add more variation to the planks, and define the bevels. With a smaller
brush, start to add some thinner highlights to the edges to create bevels and fill in one side of the cracks so that
they appear 3d. As you can see, every crack on the texture gets this treatment and they all have a light and a dark
side so it appears as an actual bevel, not just a surface detail. Ive gone ahead and added some simple bolts as well.
They have been dulled down so that they dont appear as noise. Here is a quick tip for painting simple metal bolts
very fast:
1) Start with a dark base. Traditionally with very reflective materials you want to start dark so that your specular
highlights appear more vivid.
2) Add your main specular hotspot, and another (fake reflection) underneath, but lighter, with a softer falloff.
3) Kill some contrast if needed, depending on the size of the bolt in the texture you may want to just stop at step 2
4) Strengthen the specular and the reflective hotspots and darken the edges. Experiment with adding some alterna-
tive colour to the reflection spot. (orange/blue is usually good)
5) Done, it doesnt need to be more complicated than this, and Ill cover metal again later on a larger scale. If you
want though, you can add a simple indent and then bevel it to make it look like a screw.
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Snow! Ill cover this too, but for the most part this is extremely simple. First off youll want to grab a near white
colour that has a baby blue hue and block out the snow covered area. To give thickness to the snow were going
to want to make it appear bevelled, with a darker, shadowed area. Pick a slightly darker and more saturated blue
colour, and with a thick, hard brush, start to brush around the edges of the snow gently. Brush inwards to give the
appearance of layers but maintain the same light and dark values.
Due to snows very bright colour you may need to kill some contrast after this. Keep it looking very subtle. Dont
worry too much about the snow popping out like crazy, a subtle clean gradient will do. For the most part, you want
to keep it looking quite flat. No shadow should be visible.
Now with a smaller brush add some very small bevels so that it looks like matter that has been clumped up, and not
just smooth like cloth.
You may also want to add a Colour Dodge or Overlay blending mode layer to boost the white values so that the
whole thing becomes much brighter and the gradients more saturated.
Also experiment with a scattered brush to add some flaky areas where the snow is slightly crumbled. From a dis-
tance these small clusters of snow that contrast nicely with the values of the wood underneath can appear very
crisp.
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At this point I decided to make a few adjustments to the mesh to really pop out the planks and make the snow ap-
pear much thicker by having it jutting out and actually affecting the silhouette.
While true that I could have anticipated this before starting the texture, I believe that you should never feel bad
about going back and adjusting your mesh as you progress forward. In fact, this entire walkthrough is an example
of just how drastically I changed things as I moved forward and realised some elements could look a bit different or
could contribute to what I wanted to do at the time within the texture.
The Fur/Hair
thought it would be cool to have fur stuffed underneath the
roof planks as if the occupiers of this place used animal pelts
for insulating. If you dont buy that reason, then what the
hell, they look cool and it gives me a chance to go over how
to paint up some quick fur!
First off were going to want to paint some very basic strands
with a thicker base and a sharp tip. For this you may want to
switch back to a brush with pen pressure set to brush size
instead of opacity, as we will making the silhouette of the
fur first and we will need it to have full opacity. With these
basic yet varied strands, duplicate them to form clusters until
you have something this dense: Because of the size of this
texture and how we need it to hold up well at a good dis-
tance, its best to form thicker, stylized fur clusters. From our
last point, begin to paint into some of the gaps whilst leav-
ing a few left over thinner strands for a bit of variation. We
now have a good base to go into a bit more detail, and a nice
mask that we can just crank up to white and plop into our
alpha channel for opacity.
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For the most part you want to keep fur quite clean
in your texture. It isnt something that needs a crazy
amount of definition or fine detail, but a subtle
amount of variation in the strands will work per-
fectly.
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The Ground Trim Now to pop out the shape of the brick and give it
This texture will be used as a trim along the bottom of the more exposure, boost the brightness of the center
building to add a bit more variation. Lets paint in our base areas so they dont look perfectly flat.
colour and main bevel to get started:
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The corner beam (top left of the texture) has a very well
defined edge along the middle as there is a 90 degree bend
at that point which we can to pop out. Also, you may notice
one side is slightly darker than the other. While this can cre-
ate problems when you want to copy it to other areas where
it may go against the angle in which you want your lighting.
Its a small issue that in return helps us sell its proper shape,
as opposed to having both sides equally flat in terms of
lighting. There is also a dark gradient at the top of the beam,
As for the details, I began to define some areas of imitating shadow from the roof above as well as weathering.
the snow, adding a subtle bevel where it meets the
stone brick and gave it that cold blue shadow. Ad- Almost everything in this texture sheet has been covered
ditional clumps of snow provide some nice variation already, so I wont repeat myself. However, one part that
as the snow tiles. I also painted some basic grass particularly stands out in this is the shield texture, which is a
behind the snow as an additional detail that I imag- good example of how I go about painting metal.
ined would come from the ground. Thinking three
dimensionally like this can help you make some
really awesome stuff where the texture alone pops
out and feels more like a painting than something
youre slapping on a model.
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There were too many edges on what was already a fairly occupied mesh (lots of wooden beams, windows etc). To
simplify it without making it incredibly bland, I made a layer of paint that covers it with a few exposed bricks from
where the paint has been weathered, or perhaps missed spots. I really liked the result as not only did it simplify the
texture to work well as a base to the building, but it also gave me the chance to inject a bit more colour to the overall
piece.
I also made a pass over the building model to exaggerate the shapes to something I was more comfortable with.
While this is something that I could have anticipated before texturing, sometimes you just need to see things as they
are and how well they work together at the time you are making them. I felt that the shapes were still a bit too thin
and could have read better at a distance.
Taking your mesh and recklessly exaggerating it a bit here and there, or throwing a push modifier on it can often yield
some interesting results. Because were not screwing up any normal maps, there is only a benefit to it.
Thats about all I have to go over really, Im no super-great artist but I hope this walkthrough has shed some light on
some of the techniques and workflows that I find helpful when it comes to creating hand painted textures.
I hope you enjoyed this as much as I did making it, Thanks for reading and happy texturing!
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About Me
Hi, Im Jon. I work as a Character artist at the London based
studio Splash Damage with some of the best artists I know
(which can be pretty daunting at times!). I have been work-
ing here for almost 1 year now and it has also been my first
job in the games industry, excluding bits of contract work on
the side beforehand. Im a big fan of stylized, painterly art in
games, and do my best to work well in that field of game art.
It is something I enjoy tremendously and have adopted as a
personal style. Other than my job, Im a pretty normal chap!
Jon Fletcher
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Modeling
Environment Modeling Pipeline by: David Ballard
The process of creating environments at Naughty Dog is
lengthy and detailed, but the real secret is sticking to the
fundamentals; both the fundamentals of art as well as the
fundamentals of video game pipelines. Its easy to get ahead
of yourself when trying to create whole environments, but
there are foundations of environment art that will keep you
on track.
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After researching and look developing Yemen, the designer then gave me their initial level design in a form we call
blockmesh. This is just a gray blocky mockup of the level in 3D. After deciding on the look and purpose of each area,
I set to work on defining each set in a way that communicates to the player what that space is. In the markets case,
I had to communicate that this was a lively part of the city that people gather to shop, meet and dine. On a macro
level, this involved buildings, shops, food vendors, transportation, etc. And within such categories, the art is broken
down on a micro level to give detail and life to the area.
A perfect example of this is the shops. After researching the different types of shops typically found in Yemen, I cre-
ated various shop prototypes that were modular so building an entire marketplace would not only be quick, but also
easily iterated on. I made around 9 of these shops that could connect and be interchanged to create the maximum
amount of variation with the minimal amount of resources. Then I could work within each shop individually to give
each one history and character. Below are examples a few modular shop pieces that were used to quickly and itera-
tively block out an entire market place. Working in this workflow mindset allows several different looks or environ-
ment styles within a level to be accomplished easier and faster.
With the basic setup of the market in place, then comes the fun part: detail. The creation of each environment is
heavily dependent upon the game design. In the markets case, the gameplay consists of a foot chase which means
the player will run past the art quickly and will need as much information as possible without being overwhelmed
to quickly make decisions on what to do. The idea then is to give that information to the player quickly and easily
to communicate where they are and where they are going. This is where detail is key. Some of the obstacles in the
market are folding tables where the locals eat. To reinforce the design, the tables are adorned with plates, cups,
pitchers, bowls and other items. There are food vendors cooking kabobs over charcoal pits with smoke filling the air
around them. Next to the food vendors are shelves full of cookware and serving trays. And there are umbrellas and
chairs to suggest people sit for extended periods of time here, possibly to dine and talk with friends.
While this detail is good in an art sense, it is also good for the design since we want to encourage the player to make
the choice of either going around the tables or running over them and knocking all the items off for a more cinemat-
ic experience. It seems like a lot of work for only about 5 seconds of gameplay, but the job of the Environment
Artist is to both capture the player within the world and support game design with hints of detail that serve as com-
munication tools.
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Another aspect of environment art is vistas or expansive art sets that a player sees from a distance. This could be
anything from sprawling cityscapes to tall mountain ranges. At Naughty Dog, we refer to the parts of a level that
comprise a vista as a wide. Typically in video games, wides are just matte paintings that a player will never explore
or be in. But it is easy to lose the parallax effect of 3d objects within a matte paining and also they appear flat on 3D
monitors and the illusion of depth is lost. However, working on Uncharted 3, it was discovered that there is a certain
distance at which point neither parallax nor 3D depth can be experienced and thats the best time to utilize a matte
painting. When creating a 3d wide, the artist has to take into consideration how close the player will be able to get
to the wide as well as how expensive the wide will be in conjunction with the level. Therefore, a wide is usually one
of the last aspects of a level to be considered and early during production will not be represented except by maybe
some simple blockmesh. Since most assets within a wide will be at a distance from the player, the art can usually be
lower resolution than that found in the actual level, both in terms of poly count and texture memory. For example,
in the Yemen city wide, (based on the real city of Sanaa), the further back the buildings go, the simpler the geome-
try and textures get. Its up to the imagination of the Environment Artist to create a setting and mood with the wide
to enthrall the player with a minimalistic amount of detail, just as a painter can imply detail with just simple brush
strokes.
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An important part of the production pipeline that is crucial to talk about it outsourcing. Outsourcing is a huge part
of production, and after much trial and error, Naughty Dog seems to have found the best way for us to implement it
into our pipeline. Utilizing outsourcing for art helps to keep deadlines on track as well as give the environment artist
more time to work on a larger amount of work. For Yemen, most of the outsourcing was done early on to help visual-
ize the look and after a full library of assets was created, putting together whole levels required very little outsource.
However towards the end of production when the levels were near completion, again outsourcing was used to create
the large amount of shadow blockers so that almost no final art casts its own shadow, freeing up frame rate which
ultimately allows more final art and detail on screen.
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A big part of an Environment Artists responsibilities is the invisible environment. That is, all the behind the scenes
stuff going on that the artist is responsible for that isnt viewed by the player. These things include collision, shadow
blockers, reflection geometry, and sound designation. While all of these are fundamentally basic to the experienced
environment artist, a focus on these will enable the maximum amount of final art capable of being rendered in real
time. As stated, shadow blockers were helped with by outsourcing, but early in production we decided to make all
prototypes include shadow blockers so that through instancing we eliminate the amount of one off shadow blocker
art that eats up time of the outsourcers.
Collision is created both in prototype and as one offs within a level to suit the needs of the needs of design and also
to fix bugs. Reflection geometry is usually low res meshes whose textures are rendered from the higher poly final art
that the player sees. Then both geometries are marked to either reflect or not reflect to save frame rate, allowing for
real time reflections. Another job of the environment artist at Naughty Dog is to assign sound information to the col-
lision to dictate what sounds are played when a player walks on or touches it.
Although this has been just the tip of the iceberg of the environment modeling workflow at Naughty Dog, it is easy
to see that so much goes into creating an entire environment from conception to what is shipped in the final version
of the game. And although this is the way that Naughty Dog does it, that doesnt mean its the best or right way, but
simply what works for us and we are constantly analyzing our methods and improving upon them. It is difficult and
sometimes tedious work to fully realize a whole environment but also very rewarding. I often tell people that my job
is actually to problem solve and that environment art is the fun thing I get to do for doing that job well.
Special thanks to Designer Eric Schatz, Texture Artists Jeremy Huxley and Adelle Bueno, Lighting Artist Eva Krzemini-
ski and the numerous other talented artists, designers and programmers at Naughty Dog.
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World Building
The Environment Art Pipeline by: Anthony Vaccaro
When creating the Caravan level in Uncharted 3 I knew its size would be the major issue that would cause the most
problems. Creating the massive environment needed for a high speed horse chase through the cliff canyons and out
in the desert while reducing the all too common problem of noticeable repetition would be the crux of this
issue. This article focuses on aesthetic and technical decisions made to help alleviate this problem while going over
a method I used to create a very vast environment within a production cycle.
Start Smart
When going about constructing an environment it is important you stay as far away from a modeling package as
possible until you have a large library of reference images, this the key to creating believable words. Without a good
foundation and understanding of the location you are striving to replicate in 3d, your environment will have that all
too familiar 3d look instead of being a world viewers can truly escape to. This is where you can plan out the most
important visual aspects of the environment and determine what is important to keep from your reference and what
is not. You want to include what is visually striking, what will help set it apart while keeping within the set style of
your project. You dont want to fall into the trap of trying to do everything possible and having everything suffer for
it.
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A small sample of the more than 60 unique rocks/cliff assets ranging from small to large. More than 20 different types of rocky
rubble detail assets and 20 different foliage pieces used in creating the Caravan level.
Not only did I utilize a high model count for the environment but I also reduced how much each model differed from
each other. Now this might seem like a counter productive thought process when the whole point of having a larger
library of assets was to give you more variety, but the reason this was done was to give the level a better sense of
cohesion. The issue with creating too many unique rock assets is that they will eventually stand out, and they
become harder to blend with the other rocks and elements in your scene. It will look more like models are simply
place next to each other instead of a solid flowing rock form that looks unique due to the diversity of models used
while still maintaining the look that it is all the same cliff face.
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While the models themselves differ from Large, Medium to Small each carries through similar defining elements such as the
chipped/layered look. These types of decisions on what style and types of elements you wish to carry through your models
should be determined beforehand to keep a sense of cohesion throughout your level/assets.
This gameplay section is not on rails, there is no end point and each player will complete the level at a different
point. To achieve this result the level had to be constructed in a loop, a very wide one at that to minimize the fact
that you are going in a circle and to compensate for players of varying skill level. Most players will never traverse
through the entirety of the loop but it still has to all be there for those that will.
Utilizing the fact that we have a huge library of rocks at our disposal will help us create these large environments
while keeping every area looking unique. How was this done then within the constraints of a normal game
production cycle? Simply making things more modular!
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Example of a Nested Scene. Created much like a regular level section that can be placed in a master scene like any normal instanced asset.
To give a sense of scale the flat terrain section the player can move around in is about 5 truck widths wide.
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A top down view of the main scene file for the Cliff Loop.
With the Nested Scene above selected you can see how
large the loop actually is and attempting to create this any
other way would be an extreme waste of time.
The same track section as above only with extra detailing assets placed in the master scene to break up the look of the area giving off a
completely different feel while reducing the amount of unique work needing to be done.
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Utilize your reference images here to help you determined what would be appropriate for the location and
aesthetics of the level. Breaking up the look of the loop is important but you dont want to stray from the core look
of the level just to make things look different.
Reference Images
This technique was also used to create the endless sea of sand dunes earlier in the level. These were a bit more
difficult as they required the edges to be completely seamless not only the model but also with the textures.
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Closing Thoughts
Remember the points I brought up in this article are by no means the correct way to go about constructing your
environment. There are many factors that come into account such as art direction, design, style of gameplay, and
technology used at your studio. These are a collection of thoughts and tips I used for creating the Caravan level in
Uncharted 3. The biggest advice I can give is really to think for yourself, do not rely on tutorials and articles written
by others. There is no right and wrong way to create environments. Experiment and decide what works best for you
on any given project. Most of all have fun doing what you love.
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Texture Planning
Environment Texture Planning and Implementation by: Jeremy Huxley
One of the great perks of working at Naughty Dog is that a lot of trust and responsibility is placed in the artists.
Aside from a few rules, we were free to pretty much make Sandlantis whatever we wanted. When we started, Adam
Littledale (the modeler) and I gathered a lot of reference. The initial concepts and color keys for the city were done,
but the initial ideas were that the city would be in ruins. After a lot of internal discussion and debate among the
directors and leads, we were instructed to go with a more fantastical look. This lost city was to be inspired more
literally by the tales, thus making it relatively pristine, having working fountains and plant life with sprawling vistas.
Considering that Ubar would have been thousands of years old and is virtually nonexistent we wanted to embrace
the tale and the mysticism surrounding the city as it makes for more interesting story telling and exploration for the
player. Creating this level was a huge challenge technically and artistically.
Over a few months we settled on key points concerning look and feel based on the initial sketches done by our con-
cept artists, which is to say that it was inspired by pre-islamic architecture, our final revision was even more elabo-
rate and in working condition. With these principles defined we set out to create the city and I am going to talk a lit-
tle about how we as a team approached each problem and how I approached my own from a texturing perspective.
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Many ancient inventions came from this part of the Once we were happy with the look for the exterior of
world and we saw that as a great opportunity to com- the buildings, we shifted our focus on creating inter-
pound styles while simultaneously adding interest and esting interior spaces. We knew that Drake would be
movement to the city. Having working parts after thou- exploring interiors and eventually going into the subter-
sands of years tells the player that there is something ranean areas of the city. Given the importance of water
strange about this place. The domes of the pavilions in this game, we decided on ancient palaces and bath
are crusted with jewels and jacinths, and are evocative houses.
of the tales and stories crossed with a subtle industrial
style, in the end they look something like elaborate Some of the most inspiring reference that we gathered
birdcages. There are pillars of marble and alabaster for included a lot of Orientalist paintings by artists such
the heavy blocks which are described along with gold, as Jean Gerome, Alma Tadema, William Allan, Eugene
silver and elaborate tile. Delacroix, Gustav Bauernfeind and Jean-Jules Antoine.
Orientalism naturally worked with the style we were
Because we knew that Uncharted 3 would primar- going for, it definitely added dramatic flair and the
ily be a desert game, we were very concerned about idealization worked well for Uncharteds hyper- realistic
the colors we were choosing, some of the palette had style.
already been planned, but it had evolved a bit through-
out the production based on what was working harmo- These idealized paintings also mirrored the tales closely
niously in the final levels. We were given the direction and were good tools when creating plausible textures
that we couldnt use red or a lot of warmer colors, when it came down to each marble slab, inlay, paver
because we had already had so many warmer toned and jacinth.
environments.
Initially my textures for the temples looked a little too
We didnt want the player to feel fatigued, so naturally noisy so one of the texture artists, Behrooz Roozbeh,
we felt that it might be a good idea to move towards pointed me in the direction of an artist Alma Tadema.
blue, warm white tones, gold and a few cool reds to Paying close attention to the austerity of some of Alma
make the textures more dynamic. In regards to art, Tademas Marble palaces helped me balance the noise
Uncharted games are very concerned with creative and the empty space better.
use of color for visual impact and also conveying the
mood that best supports the story telling. Even though Eventually, white alabaster and marble blocks worked
it might seem primarily cosmetic we always take great the best as a base, and white is hard to get right in
care to choose color that evokes the desired emotional games, so it offered a fun challenge. Noise and empty
impact. space became a huge basis for making this style work.
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In the end The warmth of the rocks, the gold, the mar-
bles the tapestries and banners ended up giving us that
third accent color that gave the level the kick that it
needed.
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Creating tiling textures helped me to unify our look. Having fewer variables to adjust makes the whole process easier
in the long run, especially towards the end. In closing I would like to give a huge thanks and recognition to the entire
environment team at Naughty Dog, without whom we would never have gotten this level done. It is important to re-
member that making games is a team effort and by the end of Uncharted 3, a lot of other artists rolled over to help
us complete our level to the quality that we have.
These environment screengrabs are from the level Sand-Lantis, which I textured. I would say I did most of the tex-
tures onscreen aside from characters and some props. P.S. The wonderful modelling was done by Adam Littledale.
About Me
I have worked as an environment artist in Germany, the Nether-
lands and the USA for 7-8 years. A few games I have worked on
include Hellgate London, Torchlight and Uncharted 3. I also do a
lot of personal and indie projects in my free time. Jeremy Huxley
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Reference: It goes without saying, but good reference is critical. Know which reference to use as well as which refer-
ence not to use in order to stay true to the characteristics of the subject. Stay organized and use photo viewers with
databases for tagging and rating. When examining a subject or surface, try to simplify it. Similar to the construction
of a drawing, break it down into silhouette and broad gestural forms, then into the smaller defining planes and final-
ly the finishing surface details. Try to plan your work based on those assessments, they will help inform the creation
of the tools youll need and right amount of details that will need to be on them. Usually the models will contain
the silhouette and gesture, so the textures will need to compliment them nicely with the appropriate level of detail.
Always be aware of scale and distance from viewer as they will play heavy roles in those assessments as well.
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Tools: I found that my best results came from arranging carefully constructed tools that I could use over and over
again to carefully add and subtract as desired. If each tool is sculpted to have distinct looks from at least 4 different
views then you can go far with just a few tools. Spend time creating these building blocks and save them to a library.
Its also helpful to poly-paint these tools before creating textures with them in order to get more variation in hue
and value into the final product. If you need to just see light and value, you can keep your poly-painting intact by
modifying the MatCap to ignore diffuse color by setting Modifier > OverwriteColor to 1.
The following tools were used to create these two tiling height maps inside of the 2.D canvas.
Light: The default light in ZBrush is pretty good for general vertical plane textures as is. However, I find it helpful to
preview my work with more defined cast shadows than the default lighting offers; even if my final render is going to
have softer shadows for texture construction. It helps me to judge z-depth and a tools placement relative to neigh-
boring tools when dropping them to the 2D canvas. Regularly taking a Grabdoc of the alpha is another good way to
evaluate and ensure consistent z-depth across the canvas. Attention to z-depth is also an important factor in blend-
ing should you use your height map for that.
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Cavity Detection & Classical Value Structure: While the cavity feature is very useful for many things, I prefer a
more classical approach to rendering form in my direct pass. I like surface details to be saved for the light-side and
shadow details to appear soft. I prefer to set up ZBrushs cavity controls to lend a bit more detail to the light-side
while keeping shadows softer. You can do that by giving your Cavity Radius a negative value, and raising your Cavity
Diffuse just a bit. It gives a bit of light edging to the edge intersections of planes that add a nice touch to final diffuse
textures. If I need one, Ill render out hollow cavity passes later and blend these layers together to control light and
shadow detail independently in Photoshop.
Compare a lighter edge focused cavity setting (left), with a darker hollow focused cavity setting (right)
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Texture Construction
Combined Lighting: Before I start working on my diffuse color map I always get my lighting setup inside of the PSD.
I do this so that I can continually check my color map with my texture baked lighting to make sure they dont fight
each other. I generally like to use a few different renders from ZBrush to get my combined lighting in photoshop. I
always have an AO render, and I usually choose supplementary renders based on these two goals:
My solution most of the time ends up being one of the Framer materials and a Gummy material; if not a cus-
tom material.
Set Black Point: Determining the blend mode and percentage of each layer was actually pretty easy with a few
basics in mind. Lighting passes like the direct and AO I prefer to multiply. When Im determining the appropriate
contribution from each layer Im paying attention to 3 things: my black level, dark-light relationship and sharpness
of detail (in and out of shadow). But probably the most important and first thing I want in place is black level, or my
darkest shadow values. I want them dark, but I want padding in the shadow side of the histogram as well. The detail
renders are usually blended as soft light and weighted by the direct pass to control light and shadow detail.
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Weighted AO (and other layers): You can always spot an image that has had its AO pass multiplied over the com-
bined lighting. Its important to remember that the AO is part of the ambient lighting and should be treated as such.
A simple example of a typical composite with combined lighting would be: ((Ambient*AO)+Direct)*Diffuse Color.
The addition of the direct light greatly reduces the visibility of the ambient occlusion. So, for vertical plane textures I
generally like to assume some kind of soft top-down hemispherical light source, and give a bit more light (and detail)
to my Y facing texture planes. It keeps things still feeling natural, but makes things pop a bit more as you get more
play between light and shadow forms. A simple technique used here is to just weight your AO multiplication by the
inverse of your direct.
Compare non-weighted AO (left) and weighted AO (right); both with and without shadow pass.
Quick Diffuse Color Tips: Because Im usually focused on creating interesting forms for normal maps, I dont spend
a lot of time working on a color map until Ive checked out the normals in game and am happy with the sculpt. So
in order to drop something in game fast I have a few go to techniques for quickly getting diffuse color and specular
maps done for normal map evaluation.
Depth & Crevice Color Layers: If I havent poly-painted the texture in ZBrush, Ill usually quickly build up layers of
solid color mixed with layers of pre-made tiling texture. I usually have sampled colors picked from reference that
Ill quickly build up through height map and AO masks. It allows me to work fast and iterate on the local color and
texture detail.
Detail Masks: A lot of times Ill use whatever I already have handy like my AO render or the green channel of my
normal map to mask detail. These can be used alone or combined in order to mask texture layers for grunge or sand
buildup. A variation on ZBrushs Outline material is good mask for quickly overlaying some edge detail.
Using Materials to Capture Color Information: Getting color layers from custom materials can save a lot of painting
time, and quickly achieve things that would be hard to paint. For example, a modified GradientMap material can be
used to get horizontal striations across the forms of the rock face. The Fiber material is also great for moss and grass.
For larger grasses, the material can be modified through ZBrushs shader layers to render custom normal maps and
mattes as well.
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Color Correction: I often dont get the color and Building up solid color and texture
value contrast set just right in these stacks to start,
so Ill always put some color correction toward
the top of the layer stack. I prefer a single curves
adjustment layer and like to adjust per channel to
get subtle color shifts throughout the luminance
range. Its a lot faster than re-tweaking individual
layers again. Even better, if I have a set of PSDs
that are just variations on the same surface type, I
can quickly update them all by simply updating my
color correction if I need to; which I can also batch!
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The combined AO and green channel mask for sand and result (top); The custom ZBrush Outline mask and
detail overlay result (bottom)
A modified version of the GradientMap material and a custom texture were used to create a mask for hori-
zontal striations that follow the forms of the rock face. Custom Fiber materials were used to render passes for
grassy top planes.
The uncorrected colors (left) and corrected colors using curves (right)
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Quick Specular Tip: A simple thing to do in order to get a fast specular map is to use the Channel Mixer Adjust Layer.
Set it to gray and move the sliders to get the best balance of even lighting and detail contrast. The best part is that
its non-destructive and keeps doing its thing; so if I have it inside of a group above my color group, then every time
I update my diffuse map to check it in game, I can quickly re-export an up to date, matching specular mask. For tex-
tures with a wider color gamut that need finer tuning, another useful tool is the Black & White Adjust Layer. These
two adjustment layers can easily get you 75% of the way there.
About Me
After graduating with a BFA in Computer Animation from Ringling
College of Art & Design, I was hired at Electronic Arts Tiburon
where I worked for six and half years and became the Senior Lead
Environment Artist. I joined the talented team at Naughty Dog
as a Texture Artist in the middle of Uncharted 3 development,
where I focused on the development and production of the Cara-
van level. Bradford Smith
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MechaJohn Park
Mech Design by:
Starting out, I knew nothing of mechanics, and till this
day, I still have a rudimentary understanding of me-
chanics. But, I started to look around and began paying
attention to the small elements of mechanical design.
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Here is a simple scenario sketch Ive done on the side to explore job tasks or purpose. These job tasks are simpli-
fied for our basic understanding of how to create a small scenario for mechs. (harvester, luggage carrier, tug and
pull, etc)
After investigating the reasons for your design, we start to get into gears. Gears are some of the most basic to com-
plex aspects of mechanical design. I relate this to figure drawing or anatomy of the human body. We start to break-
down forms and functions, asking ourselves why certain things move the way they do.
To get started, I began doing very basic studies to get a quick understanding of gears. I started to draw out simple
gears that exist on your very own desk at home, a lamp. Looking carefully at the different pivoting points of a desk
lamp allowed me to gauge its movements or locomotion.
So with that in mind, I started drawing what I was witnessing. Hinge joints, ball joints, rotating joints, there were so
many basic joints that allow me to understand its movements. After doing a series of these studies I started to com-
bine the simple gears and joints to develop some complex joints. This allowed me to slowly build my understanding
of how to compose a more complex gear setting.
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After the comprehensive research, the questions to the studies, now we start to explore designs. One of the main
things about generating good design is a first, second and third read.
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I usually try to do a quick range of designs, based on what my design goal is. After generating the a spread of de-
signs, I would pick one or two to fully develop into a rendering.
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About Me
At a young age, John Parks dream was to become an artist just
like his father and older brother. The countless nights of stay-
ing up late and drawing underneath his desk surrounded by his
favorite comic books and toys became the result of what John is
doing today.
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As you can see they are not exactly the most beauti-
ful concepts ever made, but I often do these kind of
quick sketches when I feel that Im stuck or dont have
a clear vision of how to build something. Sometimes
the sketches are even simpler than this and inspiration
kicks in after just drawing a couple of lines. Occasion-
ally I make a more detailed concept.
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I also start assigning materials for the pieces before I start This doesnt mean that I cover all holes of the lowpoly
copying them around, so I dont have to go through the with stuff for simplicitys sake, but rather cleaning up
highpoly and assign materials after I have copy-pasted areas to preserve the illusion of depth without sacrific-
stuff all over. If you are going to copy-paste something ing too many polygons to get a decent bake. Keeping
across an entire model you might as well assign a material the big shapes in the lowpoly but getting rid of the
for the first one you place. It saves a lot of time to think annoying parts, basically. One classic favourite is those
ahead. For most stuff I build I only have a few materials annoying small 90-degree corners, where you can just
that I bake out. In this case: rivets, a couple of base ma- add some pipes and suddenly its a 45-degree corner
terials, hoses, and cords. So I build the highpoly until Im and gives a much easier bake and less polygons!
more or less happy with it, but I dont take the detailing
to ridiculous levels all over the place just yet.
I just skip them for now, since they would be such a pain
to build in the lowpoly and get a good bake.
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I never go crazy with detail that wont transfer to my bakes, so I tend to model the detail I know will show, and after
testing the bakes a bit, I do one final pass on the highpoly where I add more details where I feel its needed. I prefer
to have a clean normal map with readable details than an over detailed bake that will just look like mush when in
the right resolution.
This also allows me to really get the most out of the normal map, when you find places with high detail intensity
that you can push even farther due to higher resolution than expected. After this last detail pass I set up smoothing
groups and fix potential smoothing errors. Of course, this way of working does not translate as well to sculpting, but
I find that it helps to make a last pass on the highpoly when working on hard surface models to get that last bit of
detail.
Baking Time
I usually bake at least AO, normal map, a mask with the different materials, and a curvature map. Sometimes I bake
a bit of light, or use a skybox and bake that lighting down, depending on what kind of asset its going to be and how
its going to be used. For example if you have a prop that is going to sit on the ground, outside, you might as well
bake some sweet color bounce from the sky into it. I think cheating works great, as long as you dont have a super
realistic totally dynamic renderer.
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I set up a base for the texture, since this model will have several textures and they all have to match, I set up a
template which is easy to use. I use a lot of adjustment layers in Photoshop. For example an adjustment layer for
the curvature map that I use as an overlay, that way I wont have to do the same precise level-operation with all the
textures, just replace the curvature map instead.
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The Shaders
After baking out all the maps and setting up
a basic texture with a rough approximation
of the surfaces, I bring it all into the engine
to set up my shader. In this case, its UDK. I
do this because depending on the surface
you are trying to achieve, the shader and the
texture have to work together. Changing how
the shader works often means you have to
change the values of the texture, and since
this is a pretty complex model with several
textures, I dont want to iterate on the tex-
tures since that would take far too long. On
this model I only had two materials to really
separate between, the metal of the shell and
the metal of the bare mechanical parts. Since
this is a cinematic model with really high
polycount and texture size, I didnt really hold
back on the shader either, but I did noth-
ing really crazy. The shader landed on 137
instructions, which is pretty high but it could
easily have been optimised if needed.
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I used a lot of parameters to be able to control the shader in the viewport for fast iteration times. As a rule, this
probably should have been done more properly in the textures, but I find that this works faster for me.
I created a master shader for the mech, then I made one instance of that shader, and then instances of that instance
for all the materials on the mech (uh, sounds silly, but yeah.) This way I can adjust the values for the first instance
and all the materials will update in real time in the viewport and makes tweaking a bit easier. If its just for a spe-
cific render its even better because then you can just set up a scene and tweak values until you are satisfied. Super
cheaty but dont tell anyone! After setting up the shader it was just to finish up the textures, but I wont go too much
into detail there as the texturing was pretty basic. I used the base I had from before, hand painted the rust a bit bet-
ter, added some minor dirt and decals, and that was pretty much it actually.
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The Postmortem
So, by the time that I actually finished this model, and this little article, I of course already have a bunch of things
that I regret/wish that I had done differently. I thought I might as well share that too. First of all, I spent way too
much time on the highpoly, but in an inefficient way. I should have built more modules to create the highpoly from,
to speed up the detailing process. More clever modules for the engine parts etc. By the time I was finished with the
highpoly I was already a bit tired of the model, which is never a good thing. I also (as I always do) did not block it out
enough. I should have worked more with the shapes before I started detailing, but you can only keep me from the
bevel button for so long! I also made the textures too big, by working in 4k resolution. This was not a mistake per se,
but my computer was so crappy that in the end it was a pain to work with.
(note to self: buy new computer)
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About Me
I have always loved games, and loved modding games,
but it wasnt until university that I realised that you could
actually LEARN this stuff and have it as a profession. I
Tor Frick
studied game art at university. I was lucky and landed a
job at Massive Entertainment pretty fast where I spent
www.torfrick.com
a few years before heading to People Can Fly to work on
Bulletstorm.
Im currently working at MachineGames as a 3D-artist. I have never specialised in anything particular, and I try to
keep it that way by always looking to work on my weaknesses as a artist. When Im not working, Im most likely in
the gym or neglecting my friends and doing more 3d, or watching funny GIFs of cats!
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Avian Defender
Hai Phan
Diffuse Only Model Workflow Analysis By:
This is an overview of how I approach hand painted diffuse only game models using
my Avian Defender model as an example. Ill talk about my workflow and preferences
followed by an analysis on where I feel the model could have been improved. This
was written with the intermediate artist in mind and presumes prior knowledge of
modeling, texturing, and general art terminology. Ill be demonstrating using Maya,
Bodypaint, and Photoshop, but the ideas presented here can also be adapted to
other software as well.
First, what are diffuse painted models and why are they still
relevant today? Diffuse only painting is a method for textur-
ing low poly game models in which most, if not all, of the vis-
ual information must be communicated through the diffuse
texture map. It was essentially born from technical limita-
tions (low polygon counts, primitive shaders/lighting/render-
ing), but has developed into a stylistic choice that has defined
the art style in some games (Blizzard titles, for example).
I jazzed in my pants
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My model is around 6 thousand triangles which When making any kind of model its
is a rather generous number by the standards important to consider how it will be seen
of most diffuse only games. The higher the most of the time in the game. Typically
polygon count is the less you may find yourself this means the model should read well
needing to paint. If you go too high then you from a distance, and some exaggeration
start to lose a lot of the flexibility afforded by of the silhouette can help a great deal
the diffuse only painting approach, and it would even on realistic models. Because of the
become purely an aesthetic choice. stylized nature of the concept, I decided
to model and bulk out as much as I could
I see a lot of people getting hung up over trian- such as the feathers and armor bits.
gles versus quads, but its really not that big of a
deal in most games. It basically comes down to When working with low poly models, I
deformation. As long as you have edges that ac- personally like to start by keeping all the
commodate bends then it becomes more a mat- edge normals hard. I find that this faceted
ter of quads being easier to deal with for some view of the model makes it easier to see
polygon edits and triangles being a good way to how the form is coming along.
optimize shapes. There are a ton of arguments
out there regarding this, but theres a time and I dont worry about finalizing which
place for both and youll get a better sense for normals become soft or hard (smooth-
this with experience. There are definitely some ing groups, if you will) until the very end
standard ways of creating edge flows in vari- because it doesnt really factor into how I
ous parts of the body, but trying to boil things paint textures.
down to triangles are bad is just ridiculous.
Final wireframe. Faceted view to more easily see the forms while modeling.
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I couldnt justify asymmetry on this model Another great thing about diffuse only models is how easy
so I kept everything mirrored. You should it is to stack UVs and reuse textures painted for one purpose
always build with a plan in mind on how for another. I didnt do a whole lot of that on this particular
youre going to most effectively handle the model, but there are areas where I definitely could have
UVs. such as some of the armor panels.
Have as few UV shells as you can get away with. I know some people are pretty adamant about
Fewer seams means fewer headaches, even in a 3d maintaining even texel density throughout a model,
painting program. Im okay with splitting off awk- but I personally have no problems with adjusting
ward pieces to fit things into the UV space better, the size of UV shells. If you look at almost any great
but too many pieces becomes more difficult to man- painting youll see that artists spend more time
age and is less optimal for performance. detailing focal points and leave unimportant areas
more suggested. Allotting your UV space with this
Its good to pack UVs in as well as you can, but leave in mind can allow you to approach your model in a
some breathing room between UV shells. This will similar fashion. Of course its possible to go over-
allow you to pad your texture to prevent mip map- board, and a realistic art direction may call for more
ping problems and can give projection painting even distribution, but its something to consider.
space to do its magic when painting across seams.
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At the end of the day the point Id like to make is to be flexible. Accept that your
models will have problems until you gain more experience. Dont let not know-
ing the right way to do things paralyze you from moving forward. Your first
priority is to make a good looking model and the way that looks best is probably
going to be okay as long as you learn from your mistakes for next time.
The Setup
At this point I bring the model into my 3d painting package of choice, Bodypaint,
for scene set up. Heres a list of some things I like to do:
Split the model up into parts to make things more convenient to paint (se-
lectively hide meshes). Ill even duplicate mesh pieces and edit them such
as opening mouths, removing faces that conceal tight areas, etc., and place
them off to the side.
All these parts will end up using the same material and diffuse map so I can
quickly jump to other meshes to work on difficult areas knowing that it will
update on the original model.
Apply a material to my meshes and hook up a PSD file with the UVs on a
layer for reference. Bodypaint has its own UV view, but I tend to jump back
and forth into Photoshop as well.
Set the object axes on the meshes so that the camera will pivot around the
meshes centers, and adjust the focal length if necessary (I prefer more tel-
ephoto).
This kind of view is essential for diffuse only models because if you can
make your model look finished in this view then you can have more confi-
dence that the model will look great in most game situations.
Once the model is prepared Ill start painting anything on the model as soon as
I can to test out if there are going to be any problems with the way I unwrapped
the UVs or if theres something about my set up that is going to annoy or hinder
me later.
As I said before, its easy to fix these kinds of issues with diffuse only models, but
it can still be frustrating to have to do so in the middle of painting.
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Painting Notes
Your results may vary, but I would spend most of my allotted time on the painting stage. Lets say I have to finish a
model in 5 working days. I would spend no more than 1-2 days on the modeling and unwrap and devote 3-4 days on
the texture (of course, the geometry and UVs can still be tweaked whenever you like). The texture is king so it makes
sense to plan for it to achieve the best results. Its hard to say how much time I really spent on this particular Avian
Defender model, but I think I completed the modeling part in a weekend and then spent 3 sporadic weekends/nights
painting.
I painted my texture at 2048x2048 with a target of 1024x1024 for the final. There are good arguments for painting
your textures at the targeted resolution, but I tend to think that approach was more beneficial in the days of lower
resolution textures. Im fine with painting at double size and scaling down with some modest sharpening. Its com-
forting to have a higher resolution texture that you can potentially manipulate and work with more freely in the
future.
Of course this isnt to say that a single layer is what I would deliver in the final, especially in a team environment. I
create and save masks of areas that need them so they can be worked on in isolation if necessary. Also, more realis-
tic art direction may dictate that you keep noise and overlays on easily editable layers.
A word on brushes and settings: I typically dont use fancy brushes. Thats not to say that I have a problem with
them- in fact, I should explore them a lot more, but for general painting I often use a simple hard edged brush with
opacity pressure. I dont use brush size pressure unless Im drawing lines, and I never have brush size AND opacity
pressure on at the same time.
I use soft edged brushes sparingly, usually only when making large, soft fades on the model where subtle gradients
are desirable. Be careful with soft brushes for blending colors because the result can be too smooth and lack natural
texture. Soft brushes also inevitably lead to a blurry and indistinct look to your work which is usually bad. Remem-
ber that an artist should appear confident and determined with each stroke because that can affect how the viewer
perceives the final product.
In Bodypaint I change the default brush shape from circle to rectangle because I like the hard edge and I find that,
with opacity pressure, I can get an interesting structure to my blends. I like that Bodypaint also allows me to soften
the rectangle shape which lets me blend without being too smooth.
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And so it Begins
On this particular model I baked an ambient occlusion map as a base to start painting from (sometimes I dont do
this at all and instead start painting soft shadows to flesh out the form myself). There are a variety of ways to gener-
ate an AO pass, but the gist of it is that I use the same mesh for the source and target with a floor plane under the
model to create a directional effect to the lighting. I probably used Xnormal to generate this AO, but Mayas Trans-
fer Maps could do the trick as well.
I baked the AO with a faceted version of my model (no soft normals) because its more informative regarding the
surface planes. Because there is no true high resolution source mesh the AO would have been very soft and indis-
tinct if I had averaged the normals. The AO pass is optional of course- by the time I finish painting the texture there
will be little evidence of it left, but its nice to have a reminder of where the forms are and the shading can give me
hints on where I might want to go even if I end up changing it. Plus, its a convenient way to just throw something on
the model and lessen any intimidation of starting from a blank canvas. There isnt anything sacred about the gener-
ated AO and you can, and SHOULD, adjust things to create the best diffuse map.
There was a time when Id jump right in with colors and de-
tails, but these days Im more methodical. I try to establish
the values first, and I only do rough block ins of shapes and
details. I normally dont fully flesh out details in greyscale,
but I try to get to a point where I feel like Ive got a plan on
how to proceed. It may be tempting to gloss over this part,
but I try to really think about how the texture reads. The
baked AO was way too strong in places for my tastes so I had
to find a compromise that still gave the model dimension
without making it look too awkward in extreme poses.
I then colorize the value layer to something a little lighter and more saturated to get rid of the dullness that a
straight multiply gives. I typically strive for some kind of hue transition from light to dark (gradient map adjustment
layers also work well for this). Try to avoid simply darkening and lightening the same hue.
This is just a starting point, and I will definitely be changing things from this automated method of introducing color.
Depending on the material, how the colors change from dark to light, or simply from one end of the shape to anoth-
er, very interesting things can happen in the transitions. Push the hue around and experiment.
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Very soon after this I flatten my painting layers and start to fix areas where
my initial process didnt do a good job with. As you can see, the initial col-
orizing process screwed up my values. It also introduced a red cast to the
model that I tend to find appealing, but it will cause me problems later.
Here I was a little more careful and brought back the darker
values and blocked in some details all around the model. I
spend some more time on the head/face in order to set a
bar for the rest of the model. Its not final, but its far enough
along to set the attitude for the piece.
Youll be able to block things out with better accuracy and can
maintain consistency more easily than if you were to bring
each piece of the model to a finished state one at a time. It
also gives other people a chance to evaluate your progress
and will make early edits much less painful.
You cant get away with just filling in solid colors with some
simple overlays. Look at your reference and paint until it con-
veys that feeling. If you dont have much painting experience
then this is going to be a painful process at first, but once you
get a better handle on it then it will help you immensely as a
3d artist.
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I start to detail out the rest of the armor and pump the saturation back up in certain areas. Im
referencing the colored concept heavily at this point. I work on trying to make sure the different
layers of armor are readable and not too busy or cluttered. Adding too much visual noise is an
easy trap to fall into so its important to zoom out and examine the model from a distance. Try to
evaluate what kind of edits you need to make it better as a 2d image and then try to work that
into the texture.
The entire character is your composition, and as with any composition you want to attract at-
tention to some areas more than others. I sometimes make the head/bust area slightly brighter
not only because it draws the eye, but also it gives the model dimension and scale. If the model
were evenly lit then it creates an impression that the model is small (if you put a light on a real
person there would be more fall off than if you put the same light on a toy figure). As with
anything though, a little subtlety goes a long way, and you dont want to do stuff that ends up
being distracting. Contrast attracts attention, and remember that contrast isnt just about values.
Differences in hue, texture, amount and shapes of detail, etc., are all things that need to be bal-
anced carefully.
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Closing Thoughts
One of the toughest things is to know when to stop paint-
ing. Rather than rendering things out perfectly to conceal
the artists hand, some master painters would use fewer,
but more purposeful, brush strokes that would create an
effect that would engage viewers. Im far from that level of
painting, but its something to strive for with hand painted
diffuse models.
Post Mortem
This Avian Defender model is probably still the thing Im best
known for, but its far from perfect. Lets take a look at some of
the things I think could have been improved:
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Contrast: Even after all that talk about contrast, I could have used more in some areas. Contrast is some-
thing Ive historically had issues with, but I probably could have avoided some headaches on this model if I
had stuck with my initial values more closely.
Model complexity: Although I always have the rigging process in mind when modeling, I admit that I
favored the model in this case. Especially considering this is a diffuse only model, I probably could have
gotten away with streamlining things more.
Following the concept: I think I did a pretty good job sticking with the concept, but I added some of my
own ideas like thickening the feet and tweaking the colors. I think the thinner feet looked odd in 3d, but
I hate using that as an excuse and should have explored that direction more. I also thought adjusting the
colors would make things easier to read, but it does change the overall feeling of the model. I left off the
rune designs on the wings, but I think thats just because I forgot all about them or I subconsciously didnt
want to make up a design because its not completely visible in the concept. I made up the design on the
back of the armor, and its not quite as successful the chest design in front.
Color temperature: The white balance, to put it in photographic terms, is still a bit on the warm and pas-
tel side. Its definitely my personal preference affecting my judgments. It would probably have been a bet-
ter idea to keep the texture a little more neutral and rely on game lighting to establish mood. Even though
its a stylized model, varying the color temperature could have also helped the believability of the textures.
Use of alpha: The bit of chain on the skirt presented an annoying problem because its tough to say if
something like that justifies the use of alpha. If the answer is yes, then the question becomes why I didnt
make use of alpha in other areas as well such as the feathers. I think my reasoning in this matter wasnt
consistent throughout the model.
Shading: I wonder if I could have pushed the lighting and shadows even further on the textures. Because
there are a fair number of details, I think putting a greater emphasis on the lighting could have unified the
model and made it more readable.
Presentation: I didnt do much more than take screenshots from different angles. I should have spent time
rigging and posing the model myself with actual lighting instead of relying solely on full bright viewport
screenshots. Theres a lot that could have been done to better sell the character as a character.
About Me
I always wanted to get involved in games ever since the old NES days. Back
in the days before the internet the path towards that goal was a mystery and
it seemed like one of those cool jobs that other people did. I decided to go
to the Savannah Collage of Art & Design. I learned a lot and met some great
people.
As luck would have it, I was able to get some interest from ArenaNet for a
Character Artist position. I spent a few sleepless nights working on the art test
because it was one of the very few diffuse only models I had worked on up
until that point, but it was good enough. I worked there for almost 5 years. Hai Phan
Eventually the rain in the Seattle area was getting to me, and I needed a www.haikai.net
change. By this point I had already established myself on the internet some-
what, and one of my contacts encouraged me to apply at Trion Worlds where I
have been a Lead Character Artist since early 2012.
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The UI
nDo2 consists of two main components a small,
flexible UI, and a floating 3D previewer. It reacts
and transforms according to everything you do
inside of Photoshop; its all about letting you
create as much as possible with as few UI inter-
ruptions as possible. The previewer is designed
to boost turnaround, never forcing you to leave
Photoshop when studying your results in 3D. Its
as simple as can be. Your mesh, fully interactive,
smack on the screen.
Tip 1: All sliders in nDo2 are snappable -- press Ctrl for regular snapping
and hold Shift for double the snap threshold, or Alt for half.
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The Previewer
The 3D previewer is basically a fully interac-
tive switchable mesh, which hovers in Photo-
shop. Just like the main UI, it adapts to what
you are doing in Photoshop.
The previewer is full of options simply right click it to open its context menu. The previewer context menu lets you
tweak material rendering settings, hook up maps, toggle the backdrop, and select which meshes and light presets to
display.
Tip 1: Texture maps can be toggled in three ways: hidden, killed, and solo. Hiding the map will temporarily dis-
able the texture, whereas killing it will completely toggle off all reflectivity. The solo mode lets you preview pure,
unlit texture information.
Tip 2: Map hooking enables maps to be auto-reloaded in the previewer when saved. To hook up a map, first
select the desired Photoshop document, then press the desired link button. Now, whenever you save the document,
the changes will appear in the previewer. Note that if the document has not yet been saved to disk, it wont auto-
reload.
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As you tweak any maps that have been generated with nDo2, the previewer will automatically render those up-
dates. As you tweak your height map you will see the previewer reflecting your changes. nDo2 uses a Relief mapping
shader to render 3D from height, similar to what is found in many real-time technologies such as CryEngine3. Just
like all other map type values, you can tweak and toggle the height value through the previewer context menu.
Tip 3: To switch the preview mesh, click on any of the mesh icons to make it the active one, or press keys1-4.
To load a custom mesh, click the right-most mesh icon. Note that nDo2 will auto-triangulate any non-triangulated
meshes.
Tip 4: To change the general tiling factor, simply drag the bottom-most tiling slider. Note that all text box values can
be overridden, extending the default range.
Tip 5: Sometimes its nice to preview the mesh and nothing else. This is what the backdrop is for. Enabling it
dims the screen and shows nothing but the mesh.
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All normals in this example scene have been done with nDo2. It contains tiling hard-surface normals, and basic high-
poly normals combined with details made using nDo2. In most cases, modeling can be skipped entirely, speeding up
the workflow immensely. In this simple example well look into how to create normals in the vein of this scene.
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So, lets break down how to create a tiling hard-surface normal. Well use a variety of creation techniques to create
a few basic shapes, and then convert those shapes into normal layers. Then, well learn a few tweaking tricks for
pumping out volume. Lastly, well learn about sculpting and zipping, and top it all off with height, AO, diffuse and
specular maps.
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Step 2: nDo2lets you use virtually any tool in Photoshop to create your
normal, fromselectionsandvectors, tophotographsandhand-painted details.
And once a normal has been generated, its always possible to re-sculpt its origi-
nal source, whether it be a vector shape, text or art layer. Whenever a conver-
sion input is detected, nDo2 will display a big CONVERT button.
Ill create the first normal using a simple selection. This is most likely the quick-
est way you can create a hard-surface normal. Simply design your selection using
any of the lasso, polygonal or marquee tools, click the big CONVERT button and
youve got a normal.
Drag the selection so that it goes all the way down to the bottom of the canvas.
Notice how a NO EDGE BEVEL option appears toggle this, and the normal will
not get any bevels near the canvas edges.
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Step 3: nDo2 comes with more than50unique sliders and normal tweaking options, letting you experiment
with your normals inendless ways. The moment a new normal has been created a tweaking interface will show up.
Lets play around with it!
Ill also change the Slant to Down, making the normal point in-
wards. To finally get the multi-beveled look of a door frame, Ill go
ahead and set the Curve to something funky like Terraced.
Depth and Contrast are similar to each other -- low values produce
low intensity, but the difference is the depth slider also relaxes the
normal bevel at low values. The Falloff controls the tightness of the
normal bevel -- low values result in a sharper curve, high values
yield a smoother, more relaxed curve. Planefill controls the opacity
of the part of the normal which has zero angle (i.e. anything blue).
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Look past the horrifically nonsensical dev-art, this example simply aims to show that crazy volume can be easily
achieved from just 6 very basic layer masks. It is NOT art!
Step 4: Thesculpt modelets you use thefull capacityof Photoshop to
paint your normal in real-time using any PS brushes, and lets you edit the
source of a normal at any time (such as the vector that was used to create
it).
Sculpting lets you preview and tweak your normal properties as your normal
is being painted. Its just as easy to sculpt organic details as it is sculpting
hard-surface stuff. The normal settings of a layer can be tweaked at any time,
even after the normal has been painted.
For our next normal, I want to create a new sculpt layer from scratch. It
should be a bulky and tileable top trim, with a bit of carved hard-surface
detail.
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Creating an empty sculpt layer from scratch can be done by either pressing Ctrl+Shift+N, or selecting Edit > New
Sculpt Layer. Regular sculpt layers will produce bevels near document borders. To create a sculpt layer with no bor-
der bevels, instead select Edit > New Edgeless Sculpt Layer. This is important when painting tileable details, so lets
create one of these!
To create the trim base, I make a selection which I transform to extend the canvas borders. I then fill the selection
with a random color, and set the normal Size to 16 pixels.
Ill also set the shape to Chiseled Shallow and Anti-Alias to 1. Next I want to sculpt some big carved details, so I select
the eraser tool (add a layer mask instead if you want the original pixels intact). With the eraser brush radius set to
1px, I erase two straight lines near the top of the normal, to carve the bevel. I use the eraser, and not a black brush
because when sculpting, brush color does not matter. To view the latest sculpt layer edits in the previewer, simply
click the refresh icon.
To exit the sculpt mode, click the SCULPT button. This is necessary to ensure that the normal gets the correct colors.
To convert any normal element to a sculpt layer again, simply toggle the SCULPT button, and youre ready to start
painting. Untoggling turns the sculpt layer back into a normal.
Step 5: REPEAT UNTIL DONE
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Creating Materials
Quickly generating high-quality base maps is an
important part of efficient material creation. Luck-
ily, nDo2 comes with a set of powerful and flexible
map converters. Normal maps can be converted to
Ambient Occlusion, Displacement (organic and hard-
surface), Diffuse, Specular and Cavity.
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Youll notice a few more maps than just normals can serve as input. The converter UI lets you choose between three
input types, namely Normal, Height & Cavity. This offers a great deal of flexibility (16 conversion options in total), let-
ting you do things like converting height to AO, or better yet, hand-painted cavity maps to normal.
It is possible to generate any combination of maps at once (hold Ctrl to select multiple), and batching multiple inputs
is supported. Heres the result of converting our new normal to tileable Ambient Occlusion, Displacement, Diffuse
and Specular in one go:
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Base materials like these are a necessity, and make texture creation a little less cumbersome. All maps generated by
nDo2 can be tweaked in great control. Lets learn more about what can be done with each map type!
Ambient Occlusion
nDo2 offers a powerful Ambient Occlusion generator. It inputs any normal, and rapidly outputs robust AO. The look
and feel can be tweaked and previewed in real-time without re-baking, allowing for advanced and efficient customi-
zation. Rendering AO from normal is extremely efficient, as all it cares about is pixels, and not hundreds of millions
of polygons. Not having to sit through eternal baking times just because of a minor tweak can be quite a joyous ex-
perience! To generate the AO map, click the Convert menu item. As the UI pops up, youll see that the AO option is
selected by default, so just press the Active Doc button, and your Ambient Occlusion will be ready in a few seconds.
When the conversion is done, you will now see your AO applied in the previewer . You can tweak its influence on
both the diffuse and specular map via the previewer context menu.
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Youll also see a small tweaking interface go ahead and drag the sliders around! The sliders allow you to quickly
balance the opacities of three different AO elements, namely the Fine, Medium and Large shadows.
Tip 1: The best results are generally achieved by setting the Softness to at least 1-2 times larger than the Size. A
large size and weak softness tend to result in more unnatural-looking shadows.
Tip 2: Its possible to extend your AO with additional detail, for instance for adding a layer of larger shadows. To
add more layers of detail to the AO map, simply select any AO element (Fine Shadow, for instance), hover over the
nDo2 UI and press CTRL+D. Youll now have an extra layer of AO, ready to tweak!
Displacement
Previewing your normal in full 3D while creating it in 2D is quite a satisfying experience, and gives you a more solid
feel of the design you are creating.
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nDo2 is equally as much a fully-fledged displacement map creator as it is a normal map creator. Due to the reliabil-
ity of the nDo2 displacement creators, designing an advanced 3D material simply becomes a matter of designing a
normal map. Displacement mapping has many powerful applications both in offline and real-time rendering. One
real-time application is hardware tessellation, as demonstrated in this basic UDK example:
Normal maps are significantly easier to read than height maps, thus making them much easier to design. There is no
need to think in the third dimension. Instead, this is automatically taken care of by the height converter.
nDo2 includes two displacement converters, All-round and Hard-Surface. Where the All-round displacement genera-
tor works for any type of normal map and is biased towards organic normals, the Hard-Surface generator yields non-
biased, perfectly plane height (provided that the normal is in nDo2 format).
Youll therefore notice the hard-surface option is only enabled when working with nDo2 normals (i.e. multilayered
normal maps created entirely in nDo2).
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Youll therefore notice the Hard-surface option is only enabled when working with nDo2 normals i.e. multilayered
normal maps created entirely in nDo2.
To generate a Hard-Surface height map, we first need to make sure our nDo2 normal map is selected. Then, open up
the Convert interface and select the Hard-Surface option. nDo2 will now quickly run through your entire PSD and
individually convert each normal element to height. Note that you can manually bias the height of specific layers by
modifying the normal elements Z-factor sliders before converting to height.
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All normals and displacement maps in the UDK scene have been created with nDo2. Real-time tessellation is at
work, really bringing the streets to life. Next, well learn how to create just such normals! Youll find creating organic
stuff is easier than a breeze.
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Converting a photo or hand-painted base to normal is super easy. Simply click on Presets and the preset browser
will appear. Youll find a tree view of the preset categories available. General presets aim to provide a vanilla blend
of volume and detail, whereas Material presets aim to accurately recreate certain surface types.
As indicated by the three large buttons, you can generate normals from the clipboard, the active document in Pho-
toshop, or from file (selecting multiple files result in batch conversion). If you already have your diffuse base opened
and active in Photoshop, press the Active Doc button. Ive selected the Flat Cliff preset for the example below.
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Custom Presets
Its easy to create your own preset from scratch. Start off by converting your
diffuse to a single normal, and tweak its settings to bring out basic details. Then
simply duplicate that normal (Ctrl+D), set it to overlay and tweak it to bring out
new characteristics.
Keep duplicating and tweaking until youve reached the perfect blend of de-
tails and volumes tailored to your diffuse. There is really no limit to how com-
plex your normal map can be. I
usually work my way up from small to large detail, but any order will do. Com-
bining the vast amount of tweaking options lets you recreate pretty much any
volume.
When youre done, simply group the normals, name the group, and hit Save in
the Presets UI. You now have a custom preset to reuse at any time!
Tip 1: When creating new presets, I always start off with a 200x200 crop of my
diffuse, instead of the full-resolution original.
When Im done building the normal, I save the preset and try it out on my
original diffuse. If I spot things to improve, I go back to tweaking the cropped
normal and repeat until Im satisfied.
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Heres one of the more crazy bits of nDo2. In nDo2, displacement maps are computed by first converting a normal
map to cavity, and then generating displacement from the cavity information. This means its fully possible to gener-
ate height maps straight from cavity.
As we can easily convert height to normal, reasonably, we can create normal information straight from a cavity map.
This actually means we can just as well paint our own cavity maps, and directly turn them into normal maps. Moth-
er of god
By looking at a cavity map, we almost instantly visualize how the original normal would look. Unlike normals, it is ex-
tremely simple to paint. Learning how to emulate cavity thus opens up powerful new normal creation possibilities.
To paint a custom cavity map, it helps to keep in mind how a real one works. Cavity maps hold convex and concave
details, coloring any outward-bulging edges white, and any inward-hollowed edges black. Any constant slopes or flat
surfaces turn into plain gray. Because of this I start off by creating a new document, filling it with a medium gray.
In the simplest of cases, I create two layers; one for black cavities, and one for white convexities. For simple stuff, I
usually go with a 2-3px soft brush with 10-70% fill opacity, and only use 100% black and white colors.
I use low-to-medium intensities as cavity maps generally are not extreme in contrast. Note that painting with a too
wide or intense brush will result in an unnatural cavity map, and thus probably a funky normal. I urge you to experi-
ment though! Start off with a few simple tests to get acquainted with the basic cavity-to-normal logic, and go from
there!
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About Me
My step-mom taught me Photoshop back in 98, and Ive
been an addict ever since. Back in the day I used to work on
mods for Half-Life such as Sven Co-op and They Hunger, and
about a billion more.
Teddy Bergsman
www.quixel.se
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COLOR
Ben Mathis
Color Theory By:
Color Theory; scary topic for some. It can mean so many different things. For the purpose of this article, Im reduc-
ing it to cover two main topics; the overall color scheme of your asset (what color are the various materials, i.e. is
the leather brown or black or red, is the shirt green or orange, is the wall cream colored or dark grey) and the color
interaction within those pools of color (are there any color changes within those solid chunks of material).
I will try to keep this generic so that it can apply to a diffuse only asset, or a multi-textured per-pixel asset using a
diffuse+normal+specular+etc.
As a caveat, all of the topics Im covering are highly subjective, and this is merely my opinion on the matter. If I come
across as authoritative, its just my writing style, feel free to take whatever you need, and leave what you dont.
Also as a small apology, this paper is assuming the reader has perfect color vision, and I do not know enough about
color-blindness to adjust it for those with this condition.
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Painting in greyscale, and coloring after, has a very attractive allure. It allows you to make your tonal choices first,
ensure forms read and work well with any shaders or effects you might be using, and leaves color out of the equa-
tion entirely. The problem with this method, is that unless you spend 2x as long, it robs you of the chance to make
your color choices as you go.
Its harder to balance color and value at the same time, but if you train yourself to do so, I believe it will result in
stronger colors at the end. Creating art is all about constant judgments.
Try something, look at how successful it was, and redo or continue further. Just as changing the value of horns on
your theoretical character can change their visual importance and what material they appear to be, so too can the
color you choose.
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A color has three main components; Hue, Value, and Saturation. Depending on how much shading your shader and
engine will be doing, value is the least important of these three, but even in a highly accurate off-line renderer, it still
holds importance. Value is simply how bright an object is. Hue is the color as we traditionally understand it, and
Saturation is how much of that color is present; low saturation looks faded, high saturation looks vibrant.
The best way to study color is a combination of studying real life (and photos of real life) and to look at aesthetically
pleasing, representational paintings. Real life needs no introductions, and most people know how to Google image
search, but for fine art, I personally love museums, or even digital copies of fine-art paintings.
These paintings were the height of color-theory understanding, and are collapsed into a two-dimensional plane.
They are perfect for studying color theory. Two of my favorite artists for studying color theory from are William
Bouguereau and John Singer Sargent.
The reason you want both reality and stylized depictions, is that real life is our reference point, but our goal as artists
is to communicate, and knowing the best way to capture the feel of an item is a way to communicate what it is.
In the following example, notice how both images convey perfectly what the item is made out of, how we imagine
it would feel to knock our knuckles against the surface, and how heavy it would be to pick up. Sargent has used very
few colors and brush strokes to accomplish this, needing not render the entirety in excruciating detail. This is one
reason I love him so much as an artist to study from.
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The emotional impact of colors is outside of the scope of this article, and far too subjective to break down easily.
For the sake of brevity, I will instead say that the color scheme should feel right to you, as the creator. This can be
chosen however you want, with a logical examination, or just based on emotions, finding a scheme that speaks to
you as good. I recommend two books to research colors emotional impact more: Color by Betty Edwards and The
Elements of Color by Joseph Itten.
The way I go about deciding this initial overall color scheme, is to block it out early. Both in the concept, as well
as in the texture right away. I like using layers and masks, but this step can be done on one flat layer. One reason I
use masks, is that it makes it really easy to adjust these colors. I start with a solid color layer, and use a mask to
constrain it to the right areas, and then I can double click any solid color layer to bring up the rgb picker to change
colors. This allows me to play with values, hues, and saturation, before rasterizing the layer. If using a single layer,
you end up having to paint again if you want to alter the colors.
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The very first part of texturing I approach is the diffuse (however if it is a next-gen asset, I have already baked the
normal map off of the high poly, and have it affect the low poly model). I use flat or no lights mode extensively
to help remove the medium scale shading and focus solely on the color I control. The below image shows the initial
block out pass, and then the final texture.
Most of the time when starting an asset, we have at least some idea what the general colors will be. If its a wall
texture of concrete, we know a variation of grey is the start.
If its a character, there might be a concept, your model might already depict the characters racial skin color, and
you might know they are wearing something of a known color like blue jeans or a team jacket or hat. If you are to-
tally lacking for a color theme, there are various sites for choosing them.
http://colorschemedesigner.com/# is one such (the banner image is a screenshot from this website). You can also
find a photograph of something with pleasing colors, and use Photoshops posterize feature to reduce it to a color
scheme. You dont even have to choose a similar asset.
A beach photo might provide the scheme for your character, or an anime drawing for your environment asset.
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To aid with this decision process I took a character I sculpted but never textured. I never even really thought about
what color his clothing would be. I have colored the skin, and the belts, because I love lime green accessories (I even
have a belt this color) but other than that Im at a blank as to what color things should be.
This will cause the eye to stay on his upper body. This goes
back to what I said about communicating.
I tried bright hunter orange first, but it was a bit too glaring, and didnt really say cyber-punk to me. Since its just
a solid color layer, I can easily change it to see how a few other examples would look.
I like the blue version, and now seeing the blue and lime green together, I think this character will look good using a
cool color scheme, meaning mostly blues, greens, and a bit of purple.
Ill keep repeating this process, moving from most important bits down to smallest bits. My next chunk would be the
pants, then probably the main metal color for his technological bits, deciding if there should be two or more metal
colors or if its all the same type of metal.
All the same type of metal would imply a more planned construction of him as a cyborg, whereas the actual outfit
seems very piecemeal, so multiple metal types would fit much better.
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One problem is that after youve decided on the colors of all the main parts, you might be left with a lot of small
items that youre unsure of what color they should be. Maybe they are leather straps, or small metal parts of gog-
gles and other accessory items, both of which could come in almost any color of the rainbow.
I normally let the visual prominence of the design help me decide. Should they fade into the background of the char-
acter, or are they important bits that help add depth and would better be served with an attention drawing color?
As a simple example, this photograph I took, I have recolored his original red shoelaces to be a much less attention
grabbing dull blue. This totally changes the color scheme of the image, despite how small they were in the picture.
The red laces also helps play off the reddish skin tones as well, and probably wouldnt work quite as well with an
Asian or African subject.
The shoelaces might have been too simplistic of an idea, but this thought process of is this important or not can
help you decide. If youre still having problems coloring the smaller bits of your texture, try getting the tonal value
working first.
Try pure white, then try pure black, and see which you think helps the texture read better for what you were going
for. Once youve got a value that helps them work with the surrounding materials and asset as a whole, try first a
monochromatic color, just a variation of the material the asset is sitting closest to.
Then try its complement, then try one of the surrounding materials triadic colors. Use a fairly saturated setting for
this, then once you find a color that works, fade the saturation till you get to a level that works.
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Monochrome, Complement, Triadic? what are all these terms!? Best to think of a colors Hue in terms of a wheel. A
normal color wheel has the visually opposite hues opposite each other on the wheel. Red opposite from green, blue
opposite from orange, purple opposite from yellow. There are ways to pick from this wheel that are visually harmo-
nious, and they have terms for the ratio those choices are made.
Monochrome is the easiest, its simply one hue and very similar ones, in this example, all hues wed consider or-
ange. The black dot represents the primary color choice. The four swatches at the bottom show 4 colors that fit this
scheme, in this example, all of them are monochromatic.
You can see from the color swatches that bright orange,
blue, and green might seem jarring and hard to balance,
but the key would be to choose one or two to keep satu-
rated, and the others to fade.
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You can see in the four color swatches that orange, the
primary color, has its complement present, turquoise. Then
the lighter orange secondary choice has its complement
present, a deep blue.
In the image to the right of the wheel, you can see a model
by Brian Jones (AKA BoBo the seal) that I textured with a
tetradic color scheme.
The bright green hair and red nails are complements of each
other, and then the faded blue skin and faded orange leather
are complements.
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Diffuse maps for next-gen items still have a bit of color vari-
ation in them, and many engines offer ways of tinting shad-
ows, or using a gradient ramp to light a material, so this is
still relevant to next-gen diffuse maps.
Whereas youll have to choose what color to paint your specular highlights in a diffuse only asset, in a next-gen asset
you would separate that color choice out to your specular map if its full RGB, or copy it to your specular color set-
ting within the shader. For certain items, a colored specular really helps make the material type believable.
A real bronze kettle has incredibly intricate rules as to how it reacts to light, but if we also look at an artists depic-
tion of a bronze kettle, we can see at least one way someone before us has communicated bronze kettle using only
colors applied to a flat surface.
There is no kettle in a painting, but we see it as a kettle, that means the artist did something correctly, and we can
learn from their choices, in combination with what we can learn ourselves from looking at life.
Look at the top row of three photographs of a bronze kettle, and then the bottom row of three paintings of similar
kettles. None of the three paintings have anywhere near the detail or subtle shading or nuance that the photograph
does, but purely through the color, value and saturation choices of the limited brush strokes the artist applied, our
eyes see the same thing. This is why I suggest using both paintings and real photographs to help you figure out color
variation.
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When looking at a photograph, one must keep in mind both metamerism and the possible light colors. Metamer-
ism is similar to color balance, and is best explained as how the same color will look under different light sources. A
picture will look one way under a tungsten bulb, and another under a fluorescent. You can even this out in a photo-
graph by trying to properly white balance it.
The second is a bit harder, because if the object is reflective, and there are more than one light source, even if you
balance to the primary source of illumination, the object might be reflecting the color of a second one. An example
of this would be a reflective object photographed indoors, but reflecting a window and the sun outside.
Again using the bronze tea kettle (this can be applied to any material) I am going to try to figure out the rules of
the material. My first step is to try to get the base color. This is what the object would look like in a perfectly white
room where every surface was emitting a soft glow.
No shadows and no highlights, only the exact color of the surface. Rarely will this be one single color, unless it is a
brand new, man-made object. This color variation is separate from shading color variation, and should be built in
right away.
To help me sample from a photograph, I change the eye dropper from point sample mode to 5x5 average. This will
ensure that you arent getting digital camera noise, or a single odd pixel, but a much more accurate average of a
color. I very rarely use colors exactly as is. I try to use a color picking session as a learning exercise, but then I fresh-
en up or change the color before laying it down. Normally by saturating a little bit more.
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I would use more the second from top in the specular map, and probably paint in a little bit of the third one down to
the diffuse map. The fourth one down is more the true color of the asset, and what I would lay in first.
Ive magnified just that selection square and upped the saturation on the right, and then sampled four swatches
from it. This is the color variation that is good to get into your base layer before you start detailing.
You can get this through overlays, filters, or just grabbing some brushes and painting it on using scatter brushes or
stamps. Because it needs to be subtle and layered, I normally try to identify the colors, so even though there is no
green, the second swatch down on the right is greener to my eye than the other three.
I would pick a green brush with a scattered stamp effect and paint around my starting layer with that to help get
color variation in. Back to the left image, the second from bottom is the core shadow color, and helps keep the item
from shading directly from white to black.
This is where a shader with a gradient map for lighting helps (such as Xoliuls shader for 3dsmax), as you can saturate
the core shadow area to get this effect.
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A gradient using these color swatch choices, desaturated in all but the core shadow area.
If I were painting a diffuse only texture, I would more closely use these swatches as my actual color choices on the
brush. However if you use only these same colors the entire painting session, you will tend to get too little color
variation, so I tend to use photo reference to help me choose some slight variations to use.
As long as the average of your entire area is the right color, you can get away with a lot of color variation and still
have it look right. This is an effect that Pointalism uses to great affect.
Some artists will purposefully choose cooler versions of the correct shadow color, and warmer versions of the cor-
rect highlight color for a great contrast effect.
For next gen assets, I would keep the diffuse very similar to the large magnified swatch on the right, and depending
on the engine put in very little shading. If any, I would add only the two colors to either side of the middle swatch,
and probably not at full value, since the shading will largely come from the engine, and will instead try to get the
shader to implement those colors, by putting the brighter colors in the specular map, and using darker colors for a
ramp texture, or even just influencing the ambient of the shader a little.
Whenever painting a diffuse only texture, I have lots of photographic reference, paintings of the same type of mate-
rial, and possibly even textures by other artists to examine. I use what I learn from these three sources to help me
figure out what colors to use when painting.
Whether you are hand painting a diffuse only texture, or creating a diffuse and full-color specular map for a next-
gen asset, color variation is key! Flat colors are lifeless. You want both hue changes from light to dark, as well as hue
changes within a certain value.
The amount is determined by the art style; heavily stylized games will tend to have much more color variation within
a given tone, and realistic games will tend to have much less, but very few things in life have flawlessly even color
within a given tone, and neither should your textures.
Both of these read as spheres, and both of them have an orange overall color, but the one on the left goes from dark
to light with almost no hue changes.
The one on the right has much more color changes and is more visually interesting. If you are already done detailing
your textures but they still lack color variation, make a new layer and set it to color blending mode. Choose some
very strong vibrant colors, and paint with a 10% brush opacity, and slowly build up some color variations.
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Ive covered hue variation between shadow to highlight, but it is also important to have hue variation *within* simi-
lar tones. The number one problem most people have when learning to paint diffuse textures is using too little color
variation within tones.
It is tempting to create a set of color swatches to sample from, two darks, two lights and a midtone, and paint all
shading with these same colors.
This ensures a flat texture in regard to color, no matter how well the volume is created through tonal use or shader
accuracy. In real life we get color variation from reflections of nearby objects, various light sources, fading of the
original pigments, and numerous other phenomena.
Lacking these advanced light models in a game engine, even when using next-gen engines, we must fake some of
this color variation to create an engaging and vibrant texture through the color use.
For a quick example Ive created this painted wood texture. On the left, I used only five colors for all details. There is
a good change of hue from shadow to highlight, so its not monochromatic, but the overall texture lacks any varia-
tion, were it to be tiled over a surface, it would feel quite boring despite having good volume.
On the right, I went back and started using some variations of the extreme colors, mostly in the shadows in high-
lights. You cant play too much with the flatter areas without it looking like the material changed colors, but even
there Ive brought in some greens and reds and a bit of blue.
If you squint, both textures appear similar in terms of volume and what color you would describe the wood being
in a single word. On the bottom row, I simply increased overall saturation while limiting the saturation of the yellows
so that color variations from the overall yellow color would pop out more clearly.
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Conclusion
Keeping in mind color theory will help you not only pick a pleasing overall color scheme for your asset, but also help
you to keep the color variations within each material type from looking flat and lifeless. Be in control of the color of
your asset, make strong choices based on a solid understanding of color theory.
Figure out your overall color scheme first, look to the concept for clues, use photos or other images with pleasing
schemes for ideas, and start with the largest most important chunks and work your way down in size and impor-
tance.
Next make sure the colors within each material have color variations, both from light to dark, as well as within each
tone to avoid a boring feel. And finally, always make sure the color choices are subservient to the assets purpose in
the game.
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Ben Mathis
www.poopinmymouth.com
About Me
I hate biographies written in third person. I live in Iceland; the most beautiful and peaceful place on earth Ive found
so far, with my husband and dog. I like writing tutorials, making video games, photography, baking tasty things con-
taining flour and/or butter, and working in my garden.
Ive worked on a lot of games, one animated feature film, and also worked in the toy industry creating digital sculpts
for McFarlane toys.
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JEANS
Creating Denim Textures By: Del Walker
This will be an insight into how I build textures, but con-
centrating on a somewhat complex surface that keeps
arising in character art: Ass Jeans.
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If you are creating some pieces of a texture by using photos and others by hand then its very difficult to maintain
the art style, and can quickly become jarring. Cohesiveness adds believability. Plus its just cool to say Yeah bitch! I
handpainted all that shit to your spouse when youve finished (actually dont do this. It never ends well).
Maybe theres a misconception among some students that hand painting textures means it must look stylized and
toon like. How much realism you can get in hand painted textures is just a reflection on how far the subject has been
taken artistically.
Anyways, with all that said and done, I hope you find this helpful! Feel free to completely reject any of my methods
and try out alternatives. Art is about experimenting and preference, so adding your own spin to get results you like is
only natural.
When sculpting I put HUGE emphasis on the silhouette and major forms. 90% of the work is done on subdivision lvl
2 or 3, making sure that all lines and rhythms are appealing and correct. For these jeans I didnt take the detailing
very far at all really.
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In fact its relatively plain and holds no super-high res details (seam stitching, lots of baggy folds, canvas fibres etc.)
The focus is putting the landmarks in the right places and using those as a basis for the texture. Its always impor-
tant to think about the big picture and the sculpt as a whole. You want it to read clearly from a distance before you
begin zooming in and detailing everything.
Thats not to say super detailing is bad, thats entirely up to you! But in this tutorial well be putting the stitching etc
in the texture as I wanted this to be a texturing focused exercise. Another thing to note is that although I use photo
reference to make the creases, I have to think ahead and ignore some areas. Most reference might show heavy
creasing over the kneecap, but if I put this in the sculpt it would just look strange if the knee bent in-game and it still
had creases on the knee. So yeah mix reference with common sense.
The quality of your deformation/bakes/shading and pretty much everything can be helped by keeping your mesh-
flow nice and smooth. Never rush this part. Taking the time to ensure every flowline is smooth and purposeful will
really improve both your silhouette and keep your normal maps showing super crisp. While its very tempting to
sculpt endlessly then crank out a retopo for the low poly, youre really just going to screw yourself up if you think
like that. Get the most out of your model by being really strict with the smoothness of your topology. Also, be care-
ful of putting triangles at deformation stress areas (knees, hips, etc).
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Keeping things quaded makes things easier to control, but in general triangles are harmless until you put them in the
wrong place. In the end the entire model gets triangulated when it is exported to a game engine anyway, so when
people say All triangles are bad they are being just plain stupid. The problem with triangles arises when you put
them in a place that needs to do a lot of bending.
The orientation of your UVs can be pretty important, so making sure its not
tilted at an angle can help later on.
For example if your seam edges are straight and the UV island is unwrapped
then you then you dont have to worry about any curving or bending when using
tiling overlays.
In my example I threw my major seam on the inside of the leg as its the part
that will be seen the least clearly from most angles.
Having wavy or bendy UVs can quickly get out of control, especially if youre not
using a 3D painting program. If I were working on a flat-diffuse model that didnt
rely on any overlays then I wouldnt be as concerned about keeping everything
upright.
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Baking
I personally use Maya or Max to bake maps, but for the purpose of this tutorial Ill use xNormal since everybody has
access to this freeware software. The only tips Id say for baking really is to remember to triangulate your low poly-
gon meshes before making your maps. Its just extra information that help the bake get calculated better and come
out slightly crisper.
I created a way of texturing that uses a virtually unused form of normal map to give me a headstart on forms. Its
probably very unorthodox for most.
To make the object spaced normal map just go into the Normal map options in xNormal and switch off the Tangent
Space checkbox.
Next up, is the building the forms using the bakes we just made!
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Image > Adjustments > Hue/Saturation and raise the Lightness by 15.
Next youre going to want to go to your rainbow colored Object Spaced Normal Map you made. Then grab the Green
channel from it. If you cant find it just go to the top bar and hit Window > Channels.
Question: WTF is this green channel about? The Green channel represents the Y axis on an object spaced normal. So
normal directions facing down are dark values, and upward normals are light/bright.
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Take that Green channel and paste it over your Ambient Occlusion map as a Multiply layer. We want to remove the
Blacks from this too so remember to raise the Lightness by about 15 just like we did with AO layer.
Should see some forms begin to take shape, its just far too
shadowy and murky right now.
One thing to consider is that our green channel layer is
actually faking top-down lighting which does add implied
shading that has to be used sparingly.
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Take the time to really tweak this map by adjusting the Levels as
necessary, and removing the deep shadows. Keep this map bright
and fresh! Too much shadow information wont work in-game,
especially if theres a lot of dynamic lighting.
I use this subtly in the colour map to help bring shapes out, but
mostly it will be a guide for building up the textures. Little tricks
like using it as a mask layer to paint the highlights can really help
to build forms and make sure everything is going to perfectly line
up with the normal map.
Ultimately its important to experiment with different methods of how to start your texturing process. Being flexible
can save a lot of time, and can make getting to your goal a smoother journey instead of depending on one method
for everything.
Learning to not DEPEND on 1 method isnt good. you really have to work hard at improving your texturing by prac-
tice to get the most out of your models. You cant cheat craft.
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www.drawingyourdreams.com/mydenim.bmp
The base should be pretty dark to begin with. I like to build the highlights + dirt with Dodge & Burn,
I will be painting directly on my fabric layer using the with a soft round brush. I keep a super low exposure
Dodge tool. using the AO to guide me.
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At this point I create a layer on top of all my maps and fill it with 50% grey and set it to Overlay. Then its simply a
case of building up the worn + faded effect on the jeans using a rough brush with the Dodge brush. Ill use a copy of
my AO as a layer mask to help me build shape.
When building up the faded worn marks using Dodge, I want a very rough brush on a low Flow setting. The standard
Photoshop chalk brush with the spacing pulled up a bit works great. If you use a round soft brush its going to make
everything have a powdery look which isnt denim-like at all. A smooth brush will give it a painterly look, and thats
also the opposite of what were trying to achieve. (Powdery jeans are SO not in this season)
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Another variation I add is an overlay of a simple noise layer. I want to keep the feel of directional fibres so I add a
Motion Blur to make it streak vertically. After that Ill hit Sharpen to force a tiny bit more contrast. Layers like this are
the reason the UV unwrap was so important. If the UV was warped, or curved then Id pretty much be screwed when
making this Overlay.
From here I just continue to bleaching out areas and add dirt and grime near the cuff, knees and pockets. Areas
that hands come into contact with the denim will show the most faded and stained, so the contrast of the fibre will
bleach and show up stronger here. The size of the texture map is very important here. If you have a huge texture
sheet then youre going to want to scale up this layer so that it reads clearly from a distance.
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About Me
Im a Character Artist in the UK, and Ive been in the games in-
dustry for about 2years. I first snuck into the industry after study-
ing Graphic Design for 2years then going on to study Game Art at
De Montfort University.
I still occasionally play SNES and & PS2 rpgs, but am genetically
anti-FPS. Currently Im working with some extremely talented
people here at SEGA who are helping me on my path to world
domination. My weapons of choice are an A5 Wacom tablet, and Del Walker
+3 Great Axe.
www.drawingyourdreams.com
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Ive received a bunch of e-mails asking me whats the secret to making crisp edges using ZBrush?, what brushes
should I use for making my rocks not to look like bubble gum? and a bunch more, but unfortunately I cant cover
them all. This article is a good opportunity for me to at least explain the main one how can I approach rock mod-
eling.
Rocks are something pretty strange. They look like a simple thing, but everybody will tell you the same, its maybe
one the the hardest things to do right. Im not saying this just because I actually did a bunch of them, but because
its what I see on most 3D forums. I think good rocks are something really lacking in most of games, and especially if
they need to be stylized in some way.
A game I have in mind that inspired me a lot for my own motivation in improving myself to make stylized environ-
ments, and I think contributed a lot to make me chose what I want to do in my life as an environment artist, is Dark-
siders.
It has a great balance between stylization and the next-gen feel. I also played Rage, and the rocks also look amaz-
ing. They also have a really nice mix between realism and stylization. So yes, realistic or stylized, there are a few
games that put some love into making really nice looking rocks.
Sometimes using completely different techniques, depending on the challenges theyre facing, but its still some-
thing pretty hard to achieve. Often times its just because you dont have time to make it look good enough, or
because of some tech issues.
I still have lots to learn and improve for sure, we learn things everyday and this is probably what I love the most in
the game industry, learning from the others. So Ill try to explain what Ive learned so far. All the ZBrush tips that help
me make crisp edges and work faster.
Ill start this article by covering how to improve your user interface, as well as a few tips and tricks. Then I will go
over a complete breakdown focused on producing a stylized rock, using one of ZBrushs newest features : Dynamesh.
The Interface
First of all, these pages are mostly for advanced ZBrush users. You should already know at least how to navigate and
how the general interface of ZBrush works, which is not the easiest thing to learn at first. Hopefully ZBrush is becom-
ing more and more intuitive and accessible.
Its been a huge leap between ZBrush 2 and ZBrush 4R2B, which we can easily call ZBrush 5. Its now a must to know
in the game industry, and thats great because this software is fun as hell. If you use ZBrush a lot, customizing your
interface is really important.
It will save you a lot of time and youll feel a lot more comfortable with your own settings and skin. This custom UI
bellow is just an example of how it can change the aspect of the software, how it can turn ZBrush into something
that suits your needs perfectly.
Its not meant to be the perfect UI for every ZBrush user in the world, its just a UI that works the best for what I
need to do. Of course you can download tons of custom UIs, but I definitely recommend you make your own for
your specific needs.
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Standard UI Custom UI
Interface Customization
Go to Menu > Preferences > Config > Enable Customize Move icon from different Menus using Ctrl+Alt and drag
and drop it wherever you want.
If I have any advice on what to add or not, it will be trying to think of what you use all the time,
even small things you dont even notice. Also removing things from the base UI, all the things you
almost never use. For example, I removed all the projection master, Lightbox (using the short-
cut , instead) and Zsketch buttons, because I dont use them that much. You can also remove all
the document buttons on the right side (Scroll, Zoom, Actual and AAHalf), as well as the Active and
Total points Count from the canvas, because you still have access to this information just by hover-
ing the mouse over the tool icon (of course it depends on how you use ZBrush).
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Now whats the point removing buttons from Zbrush? Simply because removing icons doesnt
mean you cant use them anymore. You still have access to the using shortcuts. It allows you to add
other icons you use a lot more with the gained space and have a clean UI that is not over-flooded
by multiple panels.
An other thing, is placing it regarding if you are right handed or left handed. As you can see on my
custom UI, I removed everything from the left panel because Im right handed. So its more natural
for me to place it on my right and I dont need to travel my cursor ages from the left to the right of
the screen.
Hotkeys
These are the key for a smooth and fast workflow.
You can set a hotkey (with enable customize off)
by pressing ctrl+alt left click on a button, or
even an entire menu like the materials, alphas
etc. Of course you can even make your own menu
by going to Preferences>custom UI>create New
Menu.
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Preferences
Another favorite hotkey I have is one for the
Solo Mode from the Transform palette. Basi-
cally it hides every other subtool youre not work-
ing on. This is really useful when you have tons of
them.
Hide 2D Tools
If you never use 2d Tools, ask ZBrush to hide it in Preferences>Interface>Auto Hide 2D Tools. Since
MRGBZGrabber is a very useful 2D tool for making custom alphas, you can add it to your custom UI
and even with auto Hide 2D Tools enabled, it will stay visible.
AutoBack in ZBrush
Sometimes ZBrush crashes and you lose your work. So just in case, turn on the autoback option in
ZBrush (very well hidden though). Go to Preferences>Performance>Auto File Recovery that way
ZBrush will save your tool to the recovery folder which is found in the root folder of ZBrush.
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Selections
One good thing to add to your UI is shortcuts regarding if you want a rectangular marquee Tool or
a lasso tool, because while sculpting we often switch between draw selection, rectangle selection
and lasso selection. You can push it even further with a toggle between those selections using some
scripts found on ZBrushCentral.
You can also move a selection by holding the space bar which is really handy.
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To be honest you can even customize it yourself in case you want a custom gradient. It is possible.
Go to: Light>Background>texture and load a texture that is very long vertically and almost flat hori-
zontally (even 1 pixel).
In the Background menu, set the zoom to its maximum to have something perfectly horizontal. This
technique allows you to change the gradient and if you clear the canvas with ctrl+n it will stay since
its a lightcap trick and not a 2d tool. Dont Forget to save your canvas settings in Save As Startup
Doc in the document palette.
Timeline
Ok so this is for people Saying ZBrush an-
noys me because we cant have the Classic
3D applications Orthographic Views. Actu-
ally, you can, even if its a weird trick to use
and you cant have them all at once. Go to
Movie>TimeLine>show, and assign a Hotkey
to The show Button. That way you can toggle
the Timeline whenever you want.
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Transpose
As you know Transpose is used to move, rotate, and scale a part of a mesh or all of the mesh. I
already saw a bunch of people having troubles transposing their meshes, because sometimes the
transpose tool doesnt feel really intuitive. For example, I feel more comfortable using the actual
move transpose, instead of the scale transpose, if I want to scale a mesh in a horizontal, vertical, or
even diagonal constraint.
Another very useful trick when using Transpose, is once you draw your transpose line, keep holding
your left click mouse and click on ctrl. That way, youll be able to instantly move, rotate, or scale
your mesh without re-clicking!
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Brushes
The brushes I use the most when I sculpt environments are Claytubes, Flatten, Move, Dam_Stand-
ard, Inflat, Pinch, TrimFront, Planar, PlanarCut, MalletFast, MalletFast2, Smooth, Slide and a bunch
of custom brushes.
The problem is, a lot of useful brushes are missing in ZBrush 4R2 brush palette (b shortcut). Its
not like theyre gone forever, but they are now only available through Lightbox which is pretty an-
noying if we use them often. This is the case of the MalletFast2 Brush that I use a lot, or the Slash
Brushes, the SmoothStronger and a lot more.
So if you want those brushes to be available in the Brush Palette ( also as a UI icon), go to your
ZBrush Folder>ZBrushes and copy the brushes you want to your Zdata>BrushPresets folder. So now
when you hit b youll have all those brushes available.
If you try to use the Flatten Brush youll notice that by default this brush looks more like a Layer-
Brush. It makes some weird artifacts on the sides, instead of doing what its meant to do, flatten. So
to fix it, Go to Brush>Modifiers>Brush Modifier and set the slider to -100.
I like to use it at its maximum intensity since its the result I expect from this brush. I saved it as my
new Standard Flatten, using Save As in the Brush Palette and replacing it.
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To be honest you can now use a new brush, the TrimDynamic Brush, which is very similar to the
flatten brush. I dont use the TrimDynamic because I dont feel it is strong enough for what I need to
do. It also has a strange Polish feeling on it, but it might be useful for small details.
Another brush I use a lot is the Pinch Brush. This is a really cool brush, especially when I make some
cracks on my rocks. I can make better variations of scale with this brush. But again, the default Pinch
Brush isnt working as it should work.
For some reason The Brush Modifier of the Pinch is set to 20. So by default, when you pinch some-
thing it also pushes the mesh up. This setting isnt that bad for pinching edges, but if you want to
pinch something on a flat surface it is just not working fine. So again, I replaced the Brush Modifier
to 0 and saved it as a my new Standard Pinch.
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Beveling
I think before stepping in the sculpting phase, the notion of beveling the edges is really impor-
tant, especially if you need to bake your High Poly onto a Low Poly for games.
It makes it more sexy and stylized, but also more organic/natural. This is why a lot of people use
the Dam_Brush instead of the Standard Brush, because of that pinch on it, which gives this perfect
bevel for organic stuff (wrinkles, muscles, even cracks.)
It gives way more depth and volume once you bake it. Below, the first one has no bevel but more
depth, the other one has Bevels and less depth. Once you bake it in some flat surface, the non bev-
eled one looks almost flat while the beveled one looks way stronger.
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Beveling the edges gives more style and allows you better control as to what you want to highlight
in your sculpt.
Also by default ZBrush uses a very strong normal map shader, which is a shame because the normal
map matcap is a very efficient way to just quickly generate a normal map from a tool (like a tillable
plane for example) without any baking. You can actually make really good tillable textures using a
set of tools and dropping them directly in the 2d canvas and use the key (or for Europe key-
boards) to control your automatic 2d tilling.
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So once your tillable 2d texture is done, you can paint matcaps on it to create different Layers. Maps
such as normal map, shadows, spec, ao, anything that you can edit in Photoshop to make it look
even better.
So If you want a standard Normal Map Matcap, and not the very strong one from ZBrush, you can
download one from ZBrushBlog, in the Support>DownloadCenter>MatCap Library
(http://www.pixologic.com/ZBrush/downloadcenter/library/)
Prep Work
Remember how slow it was preparing a base mesh in another application before importing it into
Zbrush? For a brick wall for example, you needed to tessellate every simple cube with a uniformly
distributed topology (example 1). This is where dynamesh will help us to prepare our base mesh
much faster. Now you can just use any topology you want. From a decimated mesh with the crappi-
est topology ever (example 2), or even just making your block-out with non tessellated cubes (ex-
ample 3.)
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You Dont need to export each brick separately, just export all the meshes at once as one Obj. Then
go to Polygroups>Auto Groups in the Tool palette. This will have an effect that automatically sepa-
rates each brick as a different group, since each brick has its own topology.
So now you still want to split each brick into a subtool for a better control. Since you have assigned
a group to each brick, you can now use the Groups Split in the tool palette to make each brick its
own subtool that is ready to sculpt.
In order to create good topology from you base mesh, you can apply dynamesh in each subtool and
start sculpting! The more resolution you have, the crisper the edges will be.
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You can start to edit your subtools and make it more random (this is just a really quick example, by
changing the scale of some bricks). Notice that you can duplicate a Dynamesh tool by holding ctrl
(and shift if you want a directional constraint.) Before re-meshing it, dont forget to Split Groups
or they will be merged together if they are too close to each other.
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Make It Real
One of the mistakes people sometimes make (I did this as well when learning ZBrush) is trying to
sculpt multiple parts of an asset (lets say stairs for example that are made from different separated
slabs) using only one large surface. This technique doesnt really work that well because you dont
get believable shadows in your tool (from the in-between of the slabs for example.) This example
took me 5 min for both, but as you can see multiple subtools really makes the shadows stand out
because this is real geometry instead of trying to replicate. It will just feel more believable when
you will bake it to the low poly. Usung different subtools also allows you to make changes at any
time and control each subtool separately.
Sometimes, adding a bit more believability is achieved in simple things, subtle enough to not dis-
turb you. For example, adding just a bit of gravity deformation in this egg makes it more heavy. Of
course its not something we always need to do. I wouldnt apply gravity to that egg if I know it will
be modulated in all directions, but for this quick example its enough to feel it belongs to earth, and
not space (even if its a space egg.)
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Dynamesh Rocks!
Michael Vicente
Creating rocks using Dynamesh By:
So this is it, lets quickly see what tools we can use to make a stylized little rock using Dynamesh.
I started with a Dynamesh Sphere (I could start with a cube, its just that Lightbox has a Dynamesh
preset that is good enough to start with.) I first try to get a longer shape, by moving half of it with a
mask. Pushing the mesh like this pretty much destroys the topology, so every time I push the mesh
like this Ill use Dynamesh to remesh it. Then with the Flatten Brush I roughly brake the shape for
something more angular.
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Masking a part of the mesh with the lasso selection is really useful to quickly build random shapes
by transposing them.
Here Im using the Inflat brush to create a new shape from a mask, and refining it with the Trim
Front. As you know the inflat brush is also a really destructive topology brush, but since we use dy-
namesh to remesh it, we dont care about polygon stretch. This is where the magic of Dynamesh is:
focusing only on sculpting.
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I keep pushing shapes, and try to refine some angles with the Flatten Brush for something cleaner.
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Here Im using the Inflat brush to create a new shape from a mask, and refining it with the Trim
Front. As you know the inflat brush is also a really destructive topology brush, but since we use dy-
namesh to remesh it, we dont care about polygon stretch. This is where the magic of Dynamesh is:
focusing only on sculpting.
Using Flatten Brush with zsub to polish a flat surface, and then defining more the angles with a cus-
tom Slash Brush.
Using the three techniques, Flatten refinement, custom brushes and custom alphas for cracks and
angles, and maskn move.
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Another way I found to quickly extrude some shapes, is having a bunch of custom brushes with sim-
ple shapes. By the way, it is also useful for surface details like small impacts or asperities.
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Once Im pretty happy with my mesh, I want to add some extra details, such as little rocks and lit-
tle impacts. I also want to see it in a terrain to see how it blend to it. So here Im using the Curve-
QuadFill brush, and all I need to do is draw the shape I want from the top view (dont forget to use
Groups Split after your spline, since this Brush is a Dynamesh One, its basically attached to your
current tool.) Dont forget also that you can use the Solo Mode from the Transform palette to work
on the current tool you want without being disturbed by the others.
I guess thats it! I could go deeper with the sculpt, but I tried to cover the main process of it. I re-
ally hope you guys found this article interesting. For any questions You can contact me at michael.
vicente1987@gmail.Com! If you just started learning ZBrush Then I wish you the best with it. Have
fun ZBrushing!
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About Me
I fell in love with games when I was a young
boy. I loved to draw already, I knew I wanted
something artistic and fun, but I was more go-
ing for concept artist at first. Inspired by some
amazing Samwise Concept arts from Warcraft3.
I always loved to play but I decided to focus
on video games in college when I understood I
didnt need math and programming to learn 3D
stuff.
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SkinTones
Jacque Choi
Getting them Right By:
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As an artist, that leaves us with a more simplified roundabout explanation of our basic understanding of overall
facial colour zones.
But delving further into the details of these colour zones, we can start isolating various areas, tones and the degrees
that some of these hue shifts become more apparent under various conditions.
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Around the eyes are Periorbital dark circles. Anatomically, these are blood vessels that can be seen through the skin,
and are similar to large varicose veins. The Periorbital Skin (area beneath the eyes), is the thinnest skin the body, and
is more visible depending on the translucency of the skin, or how deep-set the bone structure is.
The tip of the nose is generally much more saturated than the
aforementioned central zone of the face, as it is derived from
dilation of the blood vessels (very typical in Heavy Drinkers, or
someone who recently came out from the cold). The older a
person gets, the blood vessels begin to lose their elasticity and
remain dilated.
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The area below the lips, Labii Inferioris has subtle yellow tones,
Shown in Jordu Schells Patient Zero.
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Study by Volta
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The culmination of all of these tonal details creates much richer and warmer flesh. I honestly feel the variety within
the flesh is what gives so much of its life and believability.
Like many of these rules, there are plenty of exceptions, and room for artistic interpretation. Theres so much more
to discover, particularly when it comes to various ethnicities, age discrepancies, skin types, emotion, blood circula-
tion, temperature, skin conditions/diseases, etc. I honestly feel like Ive barely skimmed the surface with this explora-
tive study.
With the advancements of real-time graphics (such as multi-layered Sub Surface Scattering), there will be a greater
emphasis on pushing the boundaries of believability.
As 3D Artists, I really feel that its our duty to delve deeper into the theoretical concepts of how things work, and
develop methods on how we can utilize those theories into practice.
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About Me
My name is Jacque Choi, and I hail from Edmonton
Alberta (Go Oilers!). I am a graduate of the Fine Arts
program at Emily Carr University in Vancouver BC.
Jacque Choi
www.jacquechoi.com
Bibliography:
Engleman, Jeremy. Head of a Woman. 2007. Bodypaint, Maya, Zbrush. January 6, 2012.
Schell, Jordu; Basso, William; Watson, Lynn. Jumblatt. 2008. Schell Sculpture Studio. Sculpture. January 6, 2012.
Austin, Laurel. The Geezer. 2010. Bethesda Softworks. Digital Painting. January 6, 2012.
1234RF. Eyelid With Blood Vessels Veins On A White Male Teenager. 2011. 123RF Ltd. Photograph. January 6, 2012.
1234RF. The Face Of A Beautiful Brunette Woman With Freckles On Her Skin, Blue Eyes And Pink Lips. 2011. 123RF
Ltd. Photograph. January 6, 2012.
1234RF. Portrait Of A Young And An Old Woman Juxtaposition. 2011. 123RF Ltd. Photograph. January 6, 2012.
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CONCEPTING
Ivo Nies
Concept Art Thought Process By:
When I do a personal piece, I hardly go trough the thumbnail phase. I either already have something in my head,
or it just takes finding one nice part and building on that. But since this is getting published I wanted to take it a bit
more systematically and serious and do some thumbnails to determine the direction I want to take this piece. Its
good practice, no scratch that, its VERY good practice! Sure your personal piece might feel like work, but in the end,
you will get a better piece out of it.
Thats because you can just doodle and put them all in one big canvas, you can just pick and choose and let yourself
be the Art director. You wont understand what does and does not work until you put yourself in someone elses
shoes.
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In this thumbnail phase I stumbled upon a cool praying mantis silhouette which I surely wouldnt have found with-
out this very important phase. I really liked it and so I started adding and adding to it, building a story around it.
I dont know if other artists do this, but I do and I find this a very important part of the creative process. If I build
a small background story around my pieces I find it easier to absolve myself in that reality and add to it, making a
much more interesting piece.
Then it will simply evolve from a picture with a theme into something a lot stronger. So at this point I wanted to
show a small scene. A soldier hiding from or hunting this larger alien. Actually I thought up a much more interest-
ing back story to the alien than I showed in this small scene (its hard to tell a complicated story in just one image).
maybe I will get back to that some day, but for now this is what I wanted to show you.
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Or of course have someone else slaps you in the face with a very objective reflection, that always works and never
be too shy or ashamed to ask someone for help.
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Ivo Nies
www. EVILart.biz
About Me
My name is Ivo Nies, 28 years old and currently live in the Netherlands with my amazing wife and a lot of pets.
I always loved to draw and I have always been heavily influenced by books, video games, comics and movies. So
once I figured out people with money pay artist to create these amazing worlds, I decided to start my journey and
try to become a concept artist and to be a part in the creation of video-games.
Now I work as a concept artist at a small studio in the Netherlands, trying to improve myself for bigger and better
things!
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10) Once Im pretty happy with my mesh, I want to add some extra details, such as little rocks and little impacts.
I also want to see it in a terrain, to see how it blend to it, so Im using here the CurveQuadFill brush, and all I
need to do is drawing the shape I want from the top view (don't forget to use Groups Split after your spline,
since this Brush is a Dynamesh One, it's basically attached to your current tool). Don't forget also that you can
use the Solo Mode from the Transform palette to work better on the current Tool you want without being dis-
turbed by the others.
I guess that's it! I could go deeper with the sculpt, but I tried to cover the main process of it. I really hope you
guys found this article interesting and will forgive my English for being so basic, and also because Im not really
comfortable with tutorials.
About Me:
I fell in love with games since I was a young boy. I loved to draw
already, I knew I wanted something artistic and fun, but I was
more going for concept artist in my rst boy dreams, inspired
already by some amazing Samwise Concept arts from Warcraft3
...I always loved to play but I decided to focus on video games at
college when I understood I didnt need maths and program-
ming to learn 3D stu.
My rst game experience was a PSP game for atari, then a few
small french companies when I started to meet really good
friends, motivating ourselves and learning all the next gen pro-
cess. I wasn't really specialized at rst, I made even characters,
but my true love goes for environment art. Zbrush Was the First
software I learned, even before starting to learn 3d at school. I
think at some point, I focused Zbrush, because I knew I wanted
to make organic modelings for environments.
NANO Construction
Jeremy Baldwin
Creating Stylized Transitions using Unreal Shaders By:
We will be looking at developing an exciting transition effect within the Unreal Engine 3. During this session I will
show you how to create some very unique textures utilizing the basic tools Photoshop has to offer. The method we
will be using to generate our textures, will be procedural with unlimited seed variations. This will ensure every out-
come has the potential to be original, and have its very own personalized artistic twist.
Then inside the Unreal Engine 3, we will take a look at the nodes that will be used in our shader, as well as a general
overview of the node properties and functions. After setting up our shader, the textures will be implemented and
modified to achieve the desired effect. We will then look at using vertex channels to drive a parameter (e.g. Con-
stant One Vector), that a particle system module can modify over time. And what better way to wrap up a project
like this, than to build a working demo inside cascade! But wait, it wouldnt be smart to have a simple idea and jump
straight to the production phase without being prepared! Otherwise, the outcome might be lacking and/or disap-
pointing. So lets first look at some general rules to help guide us!
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Base Construction: Once I have an idea of the element, its general look, and the behaviors it exhibits, then I cre-
ate the core element. For example: If you were to think of a camp fire as a special effect, you would need to create
the Hot Flames in the Center, General Embers, Popping Embers, Smoke, and High Velocity Smoke Trails following
pieces of wood that eject off of the fire pile. But the core of a Camp Fire effect would simply be the Hot Flames. By
establishing this element and simply placing it on a wood pile, people would automatically assume it was a camp
fire. Does it look awesome yet? Probably not, but it is recognizable, and therefor is a successful Base Construction
of your effect.
Creating Life: Once the Base Construction step is complete, I begin to build in all of the supporting effects to
bring the whole element to life. As stated in the Camp Fire example above, the core effect would be the Hot
Flames, and the supporting effects would be the Embers, and smokes. Here is another example to help those who
might still not understand the difference between a Core Effect and Supporting Effects.
Ok, enough with the pleasantries, I think its about time we get our hands dirty!
Nano Reference: The first thing that came to mind was the Deaths in the Tron universe. When someone is killed,
their body or affected area releases an energy that travels in a grid like pattern spreading outwards from the
epicenter. Following this surge of energy, the body or area disassembles into little cubes and shards. (Not technically
speaking, but just from a visual standpoint).
This effect roughly resembles what I have in mind, just reversed. Seeing this reference might also reveal other ele-
ments to me that I might not of thought about, such as a distortion effect, or sparks that occur during impact.
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Another source of reference for me was the game Singularity. When playing through the game, you sometimes
stumble upon objects that are broken or disabled, such as a broken and shattered stair case. In order to get passed
the broken object, you must reverse its state back to a point when it was still in functioning condition. When the
player does this, we get a cool, orange glow that scrolls from the outside and pans to the center of the object sym-
bolizing its transition. Once the object is set back to its original state, there are some dust like embers that blast out
from the object and gently drift away, which visually tells us that the transition and object transformation is com-
plete.
For now this is good enough, but feel free to grab as much reference as needed. The more you have, the more your
brain explores possibilities.
Several Masks
If Operations
UV Coordinate Manipulation
Vertex Color (Alpha) Driven Values
Textures
Name: Masks
Preset: Custom
Width: 512 Pixels
Height: 512 Pixels
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Create a New Layer and Rename it Noise. Make sure your Foreground and Background colors are set to Black and
White. This way, we get a value range of 0 1. Using the shortcut ALT+Delete you are able to fill the layer with
your foreground color. On another note, the shortcut CTR+Delete will fill the layer with your background color.
Once filled, select the layer and go to Filter > Render > Clouds. If you are not happy with the pattern generated, you
may duplicate the process to generate a new variation. This can simply be done by using the shortcut CTR+F.
Next we need to create the grid pattern and isolate specific values within each square. Sounds tough right? Well we
are in luck because Photoshop has a filter that does just that, and more! With the Noise Layer Selected, navigate to
Filter > Filter Gallery. When the Filter Gallery opens, choose the file folder in the right menu that says (Texture), and
choose Patchwork. Set the Square Size to 1, and the Relief to 0. Now that the parameters are set, click Ok to accept
the changes.
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Once we have generated our new texture, we want to create a new selection based off of the color variation. To do
this, navigate to Select > Color Range. A window will open that has several options in it with a preview box. Make
sure your Select: is set to Sampled Colors. I have personally set the Fuzziness to 15, but this is purely up to you.
Your cursor will also turn into a dropper icon. While holding shift, left click some of the red values in the grid texture
you generated.
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When you are satisfied with your selection result, click Ok to accept your changes. Do not deselect! Move over to
your layers menu and create a New Layer by clicking on the icon, do not use the shortcut. Set your Foreground and
Background colors back to White and Black. On the newly created layer and with your selection still active, fill the
layer with White. Once filled, you may deselect by using the shortcut CTR+D. Create a new layer below this layer
and fill it with Black. Select Both layers and Merge them using the shortcut CTR+E
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Next we will create a new layer and select our Square Marque Tool from the tools bar located on the left (Default
Photoshop). Using the Square Marque Tool and the Ruler Lines created, select the lower half of your empty layer
and fill it with black. Now select a 15 Pixel strip from the top of your layer and fill it with black as well. Once both
black sections have been created, merge this layer down onto the white layer below. Navigate to Filter > Blur >
Gaussian Blur and set the radius to 5. Click Ok to accept your changes.
Now that we have all three textures completed, we need to pack them into the RGB Channels of a new White Layer.
The Noise texture will be packed into the R channel. The Grid Mask texture will be packed into the G channel. And
the Shifted Mask texture will be packed into the B channel. Since there are tons of resources on how to do this, and
at the risk of boring you, we will move on.
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StaticMeshHU_Deco_Statues.SM.Mesh.S_HU_Deco_Statues_SM_Statue03_01
Right click the mesh and choose the option Export to File. Save this file out to a safe and structured location on
your computer, and name it SSphere. Now that we have a mesh, load up 3D Studio Max and Import the mesh called
Ssphere_Internal.OBJ. This file should also be larger than the other two files that were created alongside this one
on export. Once imported, convert the object to an Editable Poly object, and apply an Unrwap UVW modifier to it.
Click the edit Button in the properties of the UVW Modifier within the command panel to view the UV Set. You will
notice there are already existing uvs however, we are going to be creating a Top Bottom effect, therefore we
need to grab all of the uvs and rotate them 90 degrees Clockwise.
After we have flipped the uvs, we now need to render out our UV Template for texture use. Click on Tools > Ren-
der UV Template. Set the Resolution to 1024x1024. Make sure the options Visible Edges and Seam Edges are
checked and that seem edges is a bright green color (Default). Once the render is complete, save it out for later use.
Now that we have completed our editing tasks, convert the object once again into an editable poly object. Make
sure you have the object selected and choose File > Export > Export Selected, and name it to PropSphere. Be sure to
export it as .ASE.
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UV Texture: Simply select your original uv image that you exported out of 3D Studio Max, and duplicate the layer.
Desaturate the image 100% by using the shortcut CTR+SHFT+U and name this layer to Wireframe Mask.
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Now that both textures are created, like before, we will pack them into the RG Channels of a new White Layer. Pack
the Stroke Mask into the R Channel, and pack the Wireframe Mask into the G Channel. Save it out and lets move on!
Folder Structure: It is important in any situation to create structure, and Unreal is no exception. Upon loading
UDK, navigate to your Content Browser and find the Import button located at the bottom left of your window.
Click import and navigate to your folder where you stored all of your textures you created. Select them all so we can
do a batch import and simply click Open. A dialog box will appear with options for importing. Name the Package
Nano Construction. Name the Group Textures. Leave the Name section alone. As this setting will change based
on what you named each image. You may also manually overwrite it if you wish. Under the Options, we are simply
going to scroll down the the LOD Group And change it from TEXTUREGROUP_World to TEXTUREGROUP_Effects.
Once you have set these options, click OK to All.
Next we will import our mesh. Navigate to the Package you just created named Nano Construction and with the
root folder selected, right click in the canvas area and choose Import from the right click menu. Navigate to your
folder where you stored your mesh. Then select your mesh and click Open. The same dialog box will appear and for
mesh we will make only one simple change. For the group name, type in Meshes and click OK.
Now that we have imported all of the necessary files, we still need to create a new Material. To do this, right click in
the canvas area and select New Material from the right click menu. Once again, a similar menu will open. For this,
we will change the Group to be Materials, and the name of the material will be MAT_NanoConstruction.
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Helpful Resources for Nodes: Some of these nodes might be a bit confusing if you have never used them be-
fore. If you arent familiar with some of these nodes, I recommend looking at:
IF - http://udn.epicgames.com/Three/MaterialsCompendium.html#If
VertC - http://udn.epicgames.com/Three/MaterialsCompendium.html#MeshEmitterVertexColor
TextCoord - http://udn.epicgames.com/Three/MaterialsCompendium.html#TextureCoordinate
Cmask - http://udn.epicgames.com/Three/MaterialsCompendium.html#ComponentMask
AppendV - http://udn.epicgames.com/Three/MaterialsCompendium.html#AppendVector
Divide - http://udn.epicgames.com/Three/MaterialsCompendium.html#Divide
Looking through the Material Compendium in general is something I highly recommend. After this exorcise, stop in
and study. There is a lot of helpful information on the UDN and elsewhere if you take the time to study it.
Building the Mask: Double click on the Material you created MAT_NanoConstruction and your material win-
dow will open. I am not going to tell you step by step how to add each specific node. If you do not know the shortcut
key(s), then you may use the Material Expressions window to search for them. To access the Material Expressions
window (Which is normally located on the right of you Material window), navigate to the word Window Located at
the top left and choose Material Expressions: from the drop down.
First thing we need to set up is the Material Type. Click in the Canvas of your Material and you will see the Material
Properties located at the bottom of your window. Change the Blend Mode to BLEND_Masked. Change your Lighting
Model to MLM_Unlit and check the box for Two Sided.
We will first create a TextureCoordinate node with a value of UTiling and VTiling set to 1.0 (Default Value). Next we
will need to isolate the Green Channel. To do this, create a ComponentMask and in the properties un-check the R, B,
and A Channels. Now check the box for G Channel. Plug the TextCoord into the ComponentMask node and you will
see a horizontal gradient. We now want to move this gradient down over a given time. Later we will want to control
this in Cascade, but for now we will create a simple Time Variant to do it for us so that we can see updates in real
time. First we will need a Time node and Constant. In the Constant, set the R value to 10. Now create an FMOD node
and plug the Time node into (A) and the Constant into (B). Now create a Multiply Node and another Constant. For
this Constant, set the R value to 0.25. Plug the FMOD node into (A) and the Constant into (B) of the Multiply node.
Now that we have our isolated Green channel of our TextCoord and a Time Variant, we need to use a subtraction.
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Create a Subtract node and plug the Component Mask into (A) and the Multiply into (B). We have now successfully
created a gradient sweep moving downward. (Note: If you are unable to see it animating, make sure all of your Real
Time options are enabled within your material editor).
Next we need to modify this gradient and clamp the edges. We will create a Power Node and another Constant with
the R value set to 40. Plug your Subtract node into the (Base) and the Constant into the (Exponent). By doing this,
we have created a small falloff on the edge of the gradient that will help us drive the Square Selection Method of
our Textures we created earlier as they are fed into an IF node. First we will create the IF node, bring in our Packed
Nano Square Mask (First texture we created), and two more Constants. Set the first Constant R value to 1 and leave
the other at 0. Plug the Power node into (A) the R channel of your texture into (B) the Constant with the R value set
to 1 in both the (A>B, A=B) and the Constant with the R value set to 0 in the (A<B) of the IF node. You will now see
that the falloff of the gradient is controlling the manner in which the squares are being selected as the TextCoord G
channel Moves down (Thanks to our Time Variant).
We now duplicate our existing node setup and move it down. Here we will make some modifications to select the
inverse of our mask and change the way it is controlled by altering our Power node. In the duplicated tree, locate the
Constant that is plugged into the Power node. Change its value from 40 to 15. Next, locate the texture sample that
has its R channel plugged into (B) of the IF node.
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Disconnect it and move it back a bit. Next create a One Minus node and plug the R channel of your texture into it.
Now create a Constant Clamp and plug your One minus into the Clamp. From there, plug the Constant Clamp node
into the (B) input of your IF node. To finish this Mask off, we will create and Add node.
Plug your IF node from Tree A into (A) and the IF node from Tree B into (B) of your Add node. Now plug your Add
node into the Opacity Mask of your Material. Switch the Viewing model to Plane.
Building the Diffuse: To start this off, we will once again duplicate our Tree A of our Mask setup and drag it up
to make some room. We will now modify it by first disconnecting our Component Mask from our Subtract node. We
will then create a new Add node and a Constant with an R value of 1. Plug your Component Mask into the (A) and
the Constant into (B). Now plug the Add node into your Subtract node.
Next, locate the Constant that is plugged into your Power node and change it from 40 to 0.5. Now create a new Mul-
tiply node and a Constant3Vector. In the Constant3Vector properties, set these values: R=2, G=7, and B=20. Navigate
to your texture that the R channel is plugged into the multiply node and plug the R channel into the (A) of the new
Multiply node.
Also, plug the new Constant3Vector into the (B) of the new Multiply node. To finish off the Diffuse, we will create a
new Constant with an R value of 0.5 and a Lerp node. Plug the Multiply node into (A) the Constant with a value of
0.5 into (B) and the IF node of Tree C into the (Alpha) of the Lerp node.
Here we have effectively created a digital square dissolving effect that still roughly follows the mask speed and direc-
tion, but causes breakup and adds to the visual aesthetic.
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Building the Emissive: We will now be doing something a bit different. Using some of the methodology shown
in isolating and manipulating TextCoords in previous sections, we are going to modify a TextCoord and feed it back
into a texture sample to manipulate the uvs! This can be extremely useful in many situations, so I recommend set-
ting some time aside and learning as well as experimenting with all the possibilities.
Once again we are going to re-use nodes to save time. From Tree C, grab the TextCoord, the Component Mask Setup,
and the Time Variant Setup, and copy/drag this down to create some room. Create a Divide node and plug the Add
node into (A) and the Multiply node into (B). We now want to feed this back into a texture. But if you were to try,
you would notice a very ugly result. This is because we are only feeding half of the information back into a texture.
Remember how we stripped out the Green channel using a Component Mask? Well, we need to now do that for the
Red Channel.
Create a new Component Mask and make sure only the box for R is check marked. Plug your TextCoord into the
mask and you will now see a vertical gradient. Next we will need to combine the modified Green channel back with
the Red Channel. Create a new Append Vector and plug the Divide node into (B) and the Component Mask with R
isolated into (A).
Great job! We have successfully stripped a TextCoord, modified it, and re-built it to be used to drive a textures uvs.
So lets do just that!
Create a copy of your Texture and move it in front of your setup. Now plug the Append into the UVs of your texture.
Create a new Multiply node and plug your textures Blue channel into (B), then locate your Constant3Vector from
Tree C and plug it into (A). Lastly, create an Add node and plug your Lerp from Tree C into (A) and your Multiply into
(B). Then plug your Add node into the Emissive of your Material.
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Congratulations! You have successfully built a self animating sweeping transition that represents a Nano like energy
constructing a value! Now wait a minute? A value?
Yes, a value. Because currently we have a Constant plugged into the (B) of the Lerp node. However, we will be plug-
ging in a texture in the next section which will sky rocket this shader to a whole new level of visual pleasure, and
only in a few clicks! We will also be removing our Time Variant setup and be replacing it with a Vertex Color driven
parameter so that we may set keyframes within Cascade and animate it over time. So come on, lets wrap this thing
up and make it look awesome!
Shader Makup: We will start by changing our constant to a texture. This way, when we apply it to the mesh, we
will get great feedback and add that much more to the visuals and believability.
Locate your Constant that is plugged into the (B) input of your Lerp node and delete it. Bring in your packed texture
you created from the uv renders we did in 3D Studio Max. Now create an Add node, two Multiply nodes, and two
Constant3Vector nodes. We will be creating a bright blue in the first Constant3Vector, and a dull blue in the second.
For the bright blue, select one of the Constant3Vectors you created and set the values to: R=0.4, G=1.4, and B=4. In
the other Constant3Vector dull blue, set the values to: R=0.08, G=0.28, and B=0.8.
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Now plug your Red channel of your texture into one of the Multiply nodes (B) and plug the bright blue Constant-
3Vector into the same Multiply nodes (A).
Now plug the Green channel of your texture sample into the other Multiply nodes (A) and plug the dull blue Con-
stant3Vector into the Multiply nodes (B).
Then to wrap this up, create an Add node and plug the first Multiply into (A) and the second Multiply into (B). Now
plug the Add node into the (B) input of the Lerp node. There we have it! The new revealing texture.
The last thing we need to do is replace our Time Variant Setup with something we can control. To do this, create
a MeshEmitterVertexColor node. Drag this behind your whole shader setup. Plug the Alpha channel into all of the
Divide (1) and Subtract (3) nodes to replace the FMOD Time Variant.
By doing this, we will be able to control the percentage of the masks progression through the value we feed into the
Color Over Life module present in Cascade. Which in short means, this went from a set animated effect, to a fully
customizable effect!
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Creating a New Particle System: Now that we have everything imported, our shader built, and we are ready
to apply it, lets create a new Particle System. With the main root folder of the package selected, right click in the
Canvas and select New ParticleSystem from the right click menu. As before, name it properly and place it into a
group called Effects.
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Setting Up The Particle System: Double click on the particle system you just created and the Cascade Editor
will open. The first thing we will do is set up the existing emitter to fit our needs. Right now, it will be a basic setup,
but feel free to experiment and modify it as much as you want.
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Setting Up The Particle System - Type Data : First thing we need to do is tell the Emitter to emit meshes.
We can do this by right clicking the blank space above the Required Module. In the right click menu choose Type-
Data > New Mesh Data. Now click on the newly created Mesh Data and in the properties window, use the little green
arrow to select the modified mesh we imported (PropSphere).
Next, check mark the box below that says Override Material. This means we can specify a material in the Required
Module and it will override any material applied to the mesh by default.
Setting Up The Particle System - Required Module: Click the Required Module and in the properties un-
der the Emitter tab use the green arrow to select the material we created (MAT_NanoConstruction). Navigate down
to the Duration tab and set the Emitter Loops to 1.
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Setting Up The Particle System - Spawn: It is important to note, we dont want a constant number of mesh-
es spawning, but we only want 1. Therefore we must change the spawning method altogether. Under the Spawn
Module properties in the Spawn tab, change the Rate > Distribution > Constant value from 20.000000 to 0.000000.
Next, locate the Burst tab and click the green + icon (add new item). When the new item is created, expand the (0)
sub-tree and change the Count from 0 to 1.
Setting Up The Particle System - Lifetime: Upon selecting our Lifetime Module, you will notice we have a
maximum and minimum value (DistributionFloatUniform). We do not want this. So we need to change our distribu-
tion type by clicking on the little blue down arrow icon located at the right of the Distribution property line. From
the drop down menu, select the top option (DistributionFloatConstant). Set the value from 0.000000 to 5.000000.
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Setting Up The Particle System - Initial Size: Just like the Lifetime Module, the Initial Size Module has a de-
fault distribution type of DistributionFloatUniform. Change this to a DistributionFloatConstant and set the XYZ values
to equal 1.000000.
Setting Up The Particle System - Color Over Life: This directly correlates to the MeshEmitterVertexColor
node we added inside of our shader. Remember how we utilized the Alpha channel and plugged it in to the Divide
and Subtract nodes? Well, its time to put it to work! Drop down into the Alpha tab of your Color Over Life Module
and you will notice there are already 2 existing points: [0] and [1]. Under the point [0] Change the In Value to
0.000000 and the Out Value to 1.000000. Under the Point [1] Change the In Value to 1.000000 and the Out Value
to 2.000000.
Setting Up The Particle System - Init Mesh RotRate: To top everything off, we will give the mesh a slow
and gentle spin to add a dramatic finishing touch! In the Init Mesh RotRate Module, change the distribution type to
DistributionFloatConstant and set X,Y to 0.000000 and Z to 0.050000.
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Congratulations you have finished! And with a cool new effect I might add!
Closing
I really hope you have enjoyed this short read through and that you were able to walk away with some new found
knowledge on some level. I urge you to explore, learn, and experiment with visual effects because it truly is a re-
warding topic with unlimited possibilities. Its been a pleasure having this opportunity, and I look forward to possibly
sharing a lot more with you in the future!
About Me
My name is Jeremy Baldwin. I am currently working as a VFX Art-
ist at Timegate Studio on an unannounced title.
I was born and raised in Texas, and for the most part life was
pretty normal accept for a few things here and there. Ever since
I can remember, there has always been something about 3D
and Visual Effects that has stimulated me. One of the big turn-
ing points that changed my interests from being just a fantasy
into an actual pursuit was a scene I saw as a child from an old
Star Trek where Geordi La Forge walked through a computer by
shifting matter. Unfortunately I knew no one and nothing about
creating movies and games. For the longest time, I stumbled
around trying to find a good starting point, or a good source of
information. Though this was frustrating, I didnt let it stop me
from reaching my goals.
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OLDSCHOOL
Tamara Bakhlycheva
Hand Painted Textures By:
Today I want to share with you a short tutorial about creating a hand-painted texture for a low-poly weapon. Im
going to tell you how to paint realistic looking stylized textures without using any photo reference. Here are the
original weapon concepts that I sketched up a few months ago, I choose the left sword for creating a 3d mesh from.
I wont tell you here how to make the simple mesh, I just want to show you a small tip that you can use for making
this thing easy.
I took my concept and made this simple black and white picture based on it (Polygonal Lasso tool), this will help a lot
to work with mesh, you can just put it on background and move the vertexes on your plane according to the silhou-
ette and then extrude it at the final. This is just a small trick but it saves you time later.
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There is nothing special about UV mapping for such a simple object either, except when mapping first use set it to
half then scale it to fill the 0-1 work space, then save it as a 512*256.
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Before starting with texture painting we have to first triangulate our mesh, for example if we use Deep Paint, which
has a different algorithm approach with triangulation than 3DS Max or Maya.
That means the texture painted ona non-triangulated model will show up incorrect afterwards. I flip the mesh on
its side then export for DeepPaint. Of course it might vary from program to program.
I also use the Marmoset Toolbag for previewing my texture while working and for the final renders, so I export my
sword and import it into Marmoset . I then create and assign a new material with the textures psd file. Then I
switch the default Channel model from PhongEnvironment to FlatEnvironment as well.
You can see a rough color base on the right mesh, its pretty much dark, but not too dark, we need to leave the
range for the darkest and brightest colors later. If you try to paint a metal spec very bright and wide at the start it
wont be a shiny metal as you might have imagined, but it may look more along the lines of something that looks
like a plastic.
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In the beginning my texture looks pretty much this way each time. For more complex models I use Faogen for bak-
ing directional AO. This program is really simple to use and can bake soft and hard edges. I highly recommend using
it to create avolume base for your future texture and I usually put the AO layer between the UV and color layers on
Overlay or Multiply. This is somethingyou can always play with.
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I prefer to work with programs that allow me to use projections for painting . I also work with Photoshop and pro-
grams such as Deep Paint, Z-Brush, Mudbox. Photoshop has a few 3d features itself. I used to work with Deep Paint
for long time, but that program hasnt been updated and was shut down by its developers for a few years now.
It seems that its not going to get new version anytime soon. So thats why I decided to show you some simple pro-
jection texture painting using Mudbox 2012. Its kind of a new thing for me to do myelf , but for my tastes it works
pretty much the same way as Deep Paint, but with more opportunities and more flexibility than other software.
Import your mesh to Mudbox, switch from Sculpt on Paint. Right click on space under the Paint tab, in the float-
ing menu click on Import Layer and choose your texture file. Mudbox supports formats such as jpg, psd, tga etc. I
prefer psd, but there is one condition when using it due to size contraints and load times. One layer in the file only.
Select a channel for the imported layer set it to Diffuse.
Dont forget to to check on Flat lighting in the Display Menu. For hand painted textures we need to keep the mesh
clean without shaders, because our main goal is to paint all of the shadow and light values ourselves.
Lets talk about projections. It is a very cool tool for hand painting textures, fixing seams and also for painting on
optimized UVs. For more complex models and models for video games youre going to need to create very optimized
UVs, keeping it in tight blocks for saving space. That can cause a lot of stretching while UV mapping and can make it
impossible to paint aneat texture right on your original texture sheet.
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But the projection mapping method will help you out here. Here is the example of what Im talking about. Most of
the pieces were transformed and a lot of UV shells were straighted up for optimizations sake. If we were to apply a
checker material to this mesh we would see how the UVs are messed up in some areas.
But that does not matter because we are projection mapping. Actually this sword is very simple with no hardcore
UV optimizing needed and can be painted righton texture sheet in Photoshop, but thats just another way to paint
the texture. Most models are more complicated and projection mapping in these cases will help a lot more in the
end.
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Most of the programs with a projection mapping feature might have a common issue with using symmetry on
meshes. There is a simple way to fix this. You simply delete half of the mesh, or you can try to only paint on one
side of the mesh. If you notice bugs on the center of your mesh then there is a symmetry error going on, or there
are some skipped polygons. This is a common sign of that issue, just keep this in mind when you are working with
projection mapping.
To start using projection mode I generally do these steps. File,Export Screen to PSD (Alt-E) and Export to PSD button.
Itll suggest that you save the projection file and then it will open in Photoshop automatically. As you can see the
projection file has a 5 layers and all of them except for the Mudbox Texture (Paint Here) locked.
Obviously, that is our work layer. We can also create new layers above this one and paint on them, but make sure to
merge them all to one Mudbox Texture (Paint Here) later. Its important to keep all of the files and name and layer
groups in the same order you started with when exporting the projection. When you are done save the file, switch
back to Mudbox and apply your projection map on the mesh by pushing Re-Import for the projection.psd.
To getyour changesmade by projection into the main original texture sheet, Right click on the layer in Mudbox and
Export Channel to the PSD Save. That will open the PSD automatically after saving. As you can see this file will have 3
different layers and we only need one DF_sword_p <blablabla> , just move it onto the master texture.
I prefer to keep all the layers just in case I want to reference them later, but its up to you if you want to collapse
them all. The cool thing here you can paint on this exported file on DF_sword_p <blablabla> layer as well, along
with creating more layers to paint on. Just to be safe, be sure that you keep the layers in the same order, quantity,
and names,before you save and re-import (Alt-R) this file back to Mudbox.
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You can also paint right in Mudbox itself . In my opinion, it is really cool to use this option on the early steps,while
you build up a base of shapes and volumes in your painting. You can create a new layer or you can just use the origi-
nal one. Size regulators hotkey is B, Strength M, Falloff for changing of brush properties, Mirror is a useful thing too.
There are also a lot of common tools for painting which might be useful as well in Mudbox.
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Usually I start my texture painting with a color base, as you can see on previous picture, but this time I cheated.
Since I have a hand painted concept close to the style and color scheme in which I need to achieve. I just put the
concept piece using warp transformation in Photoshop onto the mesh.
This requires using a simple front view projection. To switch on the Front select Object list, you will need to find the
front camera, right click and look through the list . It gave me a great color base and some nice details at the same
time, but it still needs to be repainted in some places for full equallity between mesh and texture sheet. Anyway
this trick is used to help create a fast base for your future texture, but thats only an early step in the process .
We still have a lot of work to do. At the same time its a good thing to use the concept one more time, because you
already have spent some time on creating this nice picture to use for the hand paint texture so it only makes sense
to use it to help you texture.
For painting I use a simple round brush with 100% Opacity and 100% flow on a normal layer. You can use Overlay
or Multiply for shadows and Screen or Color Dodge for the highlights. Step by step from the rough base I add more
detail and try to make the illusion of volume.
It is also a stylized texture, so try and keep colors clean and bright enough. Feel free to add more warm and cool
color tints for a more convincing illusion of materials and shading. I suggest you check photo and video references
if you are not sure how they will behave in real life. For example the blue-greenish color was taken from a random
ancient copper chalice.
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At the same time its important to keep in mind where your main light is coming from. For this sword its coming
some where from thetop. Based on this knowledge we can start to build all the light and shadows in the correct
place. Be careful of colors that are too dark or too light, most dark and light points should be very small otherwise
all volume will be flat and boring and the illusion will be broken. You can see on the left sword that the texture is too
bright, it is flat and boring.
It doesnt look like a metal material at all because there are no highlights. Highlights are what makes metal look like
metal. Here are a couple pieces that are showing the importance of contrast between lightest and darkest points.
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Tamara B.
http://firstkeeper.deviantart.com
About Me
Im a 3d-character artist, I was born in Russia, but the last couple years I have been living in California. I have studied
arts and have played video games since I was 6 years old. Creating characters for video games is my passion, espe-
cially if the characters are made using the old-school style of hand painted textures.
I have worked for a few companies full-time and as freelance artist since 2005, my favorite pieces of my work are
from the project Allods online a russian mmorpg.
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AAA Texturing
Hand Painted Textures By: Mashru Mishu
Introduction:
The following article will demonstrate how I usually create textures for a realistic game asset. For the purpose of this
article I decided to make a realistic head bust with a wide variety of surface types such as skin, fabric, metal, rubber
and plastic.
The highpoly model was mainly modeled in Maya and the sculpting was done in Mudbox. The lowpoly model was
created mostly in Topogun and final adjustments to the lowpoly along with the UV layout was done in Maya. Every-
thing on the model is in one 2048x2048 texture sheet.
Normal map, ambient occlusion map, material ID map and curvature map were baked in xNormal. Some additional
AO was rendered in Faogen. Final model is rendered in UDK. Here are some images of the highpoly, lowpoly and
UVs.
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As you can see I have several sub-folders inside the diffuse folder. I have broken down my work load into the fol-
lowing segments base colors, surface textures, details/decals, shading and AO. Also shown here are the painting/
shading layers that I like to use for most of the texture works. Some of these layers should be pretty self explanatory
like the color, overlay and multiply layer they are basically layers with those blending modes.
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I usually bake this texture at twice the resolution of the texture size I plan to finally work with. Since I planned to use
a 2K texture for this project, I baked the object ID texture at 4k. I do this to have a sharper and higher quality mask
in the base colors. So once I have the object ID texture baked and cleaned up I proceed with selecting different color
elements and creating new solid color adjustment layers based on the selections.
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Since I am just starting the texture process the selected colors are sometimes guess work and will need further ad-
justment as I proceed to other stages of the process. I also tend to group the solid colors in different folders if there
are too many of them just so that I can work on certain sub-groups selectively. This way the PSD structure stays
more organized and it stays easier for me to navigate through the layers. Once I am done creating all the solid color
layers I will move on to creating the surface textures.
Surface Textures
Surface textures can be photo textures, patterns and/or any painted surface details that identifies that specific area
as skin, metal, plastic, fabric etc. For the skin details I will search for a head photo that matches my model require-
ments and the specific look I am going for. I am using 3d.sk textures for the faces. Here I am taking two different
head photos and combining them by masking out the eyes from one head. After that I make sure I make the skin
tones from the two heads look exactly same. I do this by either making a masked hue adjustment layer or painting
in on a color blended layer. Third step is to make the skin lighting as flat and uniform as possible. Since this asset is
fully normal mapped and will get all the lighting from the realtime shader, it is important to remove any lighting ar-
tifacts now. Later on in the texture process I can manually paint in more light/shade on a separate adjustment layer
if needed. In the last step I brought in a new set of lips to match my model better. After all that is done I use liquify
filter to conform the photo of the face to the normal map/UV.
For the lot of the fabric areas I use photo texture as well. Some of these photos are from Surface Mimics website
and some are just images from google. I usually take the photos, run a highpass filter on them to even out the high
level lighting variations and then run an offset filter on it. Then I use rubber stamp tool to make the tile seamless and
generate a pattern from them. I usually try to make the levels fairly neutral and grayscale so that I can apply them on
any color as an overlay.
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All of the above textures can be defined as patterns in photoshop and applied as an adjustment layer with overlay
mode. In some areas the photo textures need to be flattened and distorted to conform better to the UV layout.
Same as the face texture I would also use liquify where ever I need to distort and conform the photo texture to the
model/UV.
Next step in the process is to apply ambient occlusion. For this asset I am using a combination of three different
AO map bakes to get the final result. First is a uniform AO from xNormal, second is curvature map from xNormal
and third is lowpoly AO from Faogen(Rusted Dreams). Faogen is quite simple tool to use and you can find out more
about it @ www.rusteddreams.net.
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I usually apply the AO maps via solid color adjustment layers with overlay blend mode. I copy the AO maps to a new
alpha channel and invert it, then I load selection from that channel. This creates a selection based on the darkness
of the AO map and with this selection I create solid color layers.
For the contrast AO layer, I load selection of the AO map once then I hold ctrl+shift+alt and load selection again from
the same AO alpha. This creates an intersection selection of AO alpha, easier way to think of it is that the selection is
getting multiplied by itself to create a more contrasted, sharper AO map selection. This new selection is used to cre-
ate a contrast AO solid color adjustment layer.
One thing to note is that I usually never use AO maps as just multiply. The following image should illustrate better
how I setup my AO layers.
On top there is the curvature map, next is the contrast AO (face area is masked out), then there is the regular AO
and finally there is the Faogen AO maps.
Adding Details
Following images shows some of the details added in this stage:
I usually apply the AO maps via solid color adjustment layers with overlay blend mode. I copy the AO maps to a new
alpha channel and invert it, then I load selection from that channel. This creates a selection based on the darkness
of the AO map and with this selection I create solid color layers.
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Creating custom brushes in Photoshop is very simple. First make the alpha sample that you want to repeat and then
define it as a brush. This will create a new brush based on the sample from the selected canvas. Now you can edit all
the settings accordingly to create a new brush that you like. To add the stitches to the texture I usually apply a subtle
drop shadow for the stitches and paint in the stitch as needed.
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Seam brush can be very helpful in adding that extra little bit of details to fabric seams and especially in areas where
there are stitching going on. I usually paint these details on an overlay mode layer with black and white colors. Here
is a comparison with added seam details:
Here is a comparison of before and after adding final shading and details along with the layer setup that was ex-
plained in the beginning of this article.
Using the same technique as the seam brush I also created a scratch brush and a dirt brush. In the image above you
can see that I added scratch marks around the edges and dirt over the metal surfaces.
Maintaining a level of realism during this stage is all about the individual artists subjective taste and ability to per-
ceive believable aesthetics.When painting light and shadows I make sure to keep it subtle since the majority of the
lighting will be achieved by the realtime shader in the final render.
For the skin areas I would add a bit more saturation around crevices and this adds a subtle impression of a subsur-
face scattering effect.
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When painting light and shadows I make sure to keep it subtle since the majority of the lighting would be achieved
by the realtime shader in the final render. For the skin areas I would add a bit more saturation around crevices and
this adds a subtle impression of subsurface scattering effect.
I usually am very selective about what details to add to the normal map in this stage. Anything that is too noisy is
ignored. Details like subtle dirt patches dont need to be added into the normal map.
I start off by copying any layers which contain the details that I want to add. I will create a solid color layer with
128.128.128 color and on top I would put the layers with white color containing the details. Basically I am creating a
height map.
I can also add details with darker black shades to add a negative bump to the normal. Once I have the height map
ready I can use either xNormal plugin or nVidia plugin to generate normal map based on the height map.
Once I have the detail normal map ready, I will level the blue channel of this map from 255 to 128. This makes sure
that the detail normal map does not destroy the blue channel of the baked normal map.
Keep in mind that blue channel of a normal map is as important as the red or green channel. Blue channel provides
the depth information facing the camera. Once I leveled the blue channel, I can change the surface normal map
layer to overlay mode and it will blend nicely with the baked normal map.
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In UDK it is called specular power. Higher the white level smaller the highlight size, so highly polished surfaces would
receive a smaller highlight size. As you can see in the map below, the fabric surfaces are the least glossy therefore
the darkest in the texture. Plastic, glass and some of the rubber surfaces are higher in glossiness and therefore
brighter in the texture.
Metal surfaces look best with medium level gloss since they are not really the smoothest surface even though they
are more reflective than other surfaces. So it is important to keep in mind that surface specularity is not directly
proportional to glossyness as sometimes it if mistaken by some artists.
The reflection map is similar to the specular map however not all the highly specular surfaces are highly reflective.
Only the metal and glass surfaces are the most reflective in this case. To keep the tutorial simple i have kept the sss
map creation easy, essentially it is a saturated version of the diffuse texture but with darker values in areas where I
expect to see less scattering like the eye brow area or the hair areas.
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I also created a custom cubemap for the reflection environment. Cubemap tutorials are abundant and UDK website
has several documentations about it so I will move on to discussing the shader settings instead and show how the
final renders are setup.
The final render is done using the Midday Lighting map template. I basically make the dominant directional light
color completely white and increased the shadow resolution by editing the baseEngine.ini file. Here are the high-
lighted areas I modified:
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For the face, I have a material with SSS enabled and the Editor has to run in directx11 mode. Since I am using sss
I have added a multiply(0.5) node to darken the diffuse a bit. The specular is multiplied and this is something that
depends on the specific specular map so you will have to adjust it as needed.
For the specular power I am using a flat constant since the gloss map is unnecessary addition of another texture
sample. Plugging in the normal map is a straight forward connection. For the SSS effect the SubsurfaceInScattering-
Color is the epidermal color. I have a custom SSS texture created for this connection and it is plugged into to that
input via a multiply node to further adjust the color intensity of the InScatter. SubsurfaceAbsorptionColor connec-
tion is the reflective color of the skin after the light has hit the surface. So basically I can just use the diffuse map or
have a multiply to adjust it as required.
One thing to note is that this color should be slightly desaturated than the default skin color to counter balance the
inscatter color. Finally there is the SubsurfaceScatteringRadius connection. I have just plugged in a constant with
value of 1. Higher values will make the skin look more waxy because this input defines the light scatter distance.
The headgear is another separate material with a reflection map for the metal parts. I created a simple cubemap
for the purpose of the reflection. There are several online tutorials on how to create a cubemap in UDK so I wont
discuss that.
After I have a cubemap texture ready I will plug it into the emissive input. However, the cubemap is connected via a
multiply node and the reflection mask texture is connected to the other end of the multiply node so that the cube-
map is only reflected in the areas where I want the reflection. You can further adjust the color of the reflection by
adding another multiply node and a constant3vector as shown in the image below. Diffuse map is a straight forward
connection.
Specular map is connected via a multiply node to further adjust the intensity of the specular highlight and the alpha
channel of the specular map has the gloss map which is plugged into the specular power input via another multiply
node. Here I have to multiply the gloss map by 50 to get the results I needed. This is something you may have to play
around with depending on your specific gloss map. Last connection is the normal map which is just a straight plug in.
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The eye shader is also a separate shader for this asset since I wanted to have some SSS as well as high specular
power with the least amount of texture samples involved. As you can see I have only one texture sample in the en-
tire shader and rest is taken care of by constant nodes.
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And here is the final render in UDK. As mentioned before, I am using UDKs midday lighting template for this ren-
der and I adjusted light color to be completely white to get a clear color definition of the separate materials.
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The shaders can be tweaked further to get even more realistic results but for the purpose of this tutorial my inten-
tion is to show how to achieve the best result I can with the least complicated shader. I hope the entire workflow
demonstration has been clear and informative.
About Me
Mashru Mishu is a freelance artist working in the game indus-
try for around six years. He is originally from Bangladesh and
is currently residing in New York.
Work experience:
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SPARTH SPARTH
Questions & Awnsers with:
Its been a bit more than three years now, and once again,
the schedule has been pretty much always full thanks to
Halo 4. 343 Industries has been growing at a fast rate, the
project has been growing in the same way, and ive been
enjoying every minute of it.
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But its something we have learned to spot fast and effectively, even within our own art. we always have a lot of way
to get the excitement back, and besides, this has really been a non problem on this project.
inspiration has always been flowing like crazy!
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About Me
Sparth (Nicolas Bouvier) has been an active artistic director and
concept designer in the gaming industry since 1996. Born in France,
he now lives in Seattle, Washington, working for Microsoft.Having
had the privilege of travelling extensively at an early age to such
places as far afield as the USA, Singapore, China, France and Europe,
he was influenced greatly by the various cultures, and he enjoyed
observing people and making notes of all these tiny details of life
that he was witnessing.
The varied influences are largely responsible for his multiple crea-
tive passions, which range from space, to buildings, to robotics and
beyond.
Sparth has contributed to the development of several released Nicolas Sparth Bouvier
games since 1997. Alone in the dark 4 (2001), Cold Fear (2005),
Prince of Persia - Warrior Within (2004), and Rage, a project still in
developement at IDsoftware, and has participated with Darkworks- www.sparth.com
Studio, to a lot of game projects in collaboration with large compa-
nies like Capcom and Namco.
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Check Out
Structura 2, my second book will hit the shelves at the end of January of this new year. I have been putting a lot of
dedication and time to this second opus during 2011, and we finally managed to get it done. A huge thank you for
Scott Robertson, Tinti Dey, Jenny Sue, and DesignStudioPress for their dedication and patience.
Big Thanks to all who have participated to the project, with awesome words from my friends David Levy, Kenneth
Scott and Stephan Martiniere. releasing a book is always an adventure. When the road is smooth, and bumps mini-
mal, its always a plus. Structura2 is available via DesignStudioPress or Amazon.
STRUCTURA 2
http://www.designstudiopress.com/new_site/book_pages/pics_Structura2/book_structura2.html
Page Count:
160 pages
Paperback
In addition to the amazing images that you will want to devour over and 9 x 9 inches
over, Sparth shares his expertise with several step by step tutorials fo- isbn-13: 978-1-933492-65-0
cusing on specific Photoshop techniques using custom brushes, custom
shapes, clone stamping and the smudge tool, to name only a few. Price:
$29.95 usd
Hardcover
9 x 9 inches
isbn-13: 978-1-933492-66-7
Price:
$44.95 usd
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There are some illustrations created in different but refreshing style. Those are some experimental sketches done
using Alchemy drawing software which look very much like manga style because of the outlines. Those look great.
There are also some beautiful paintings created using just squares and rectangles.
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What if all the worlds famous historical figures, alive or dead, were to compete in arenas located throughout the
many monuments or landmarks around the globe to battle for Good vs Evil. Well now they will in the very first con-
test by Papercut.
Pick any historical figure from history (living or deceased). You are discouraged from selecting actors/actresses, mu-
sicians and/or entertainers, unless they have made a significant impact on history such as John Lennon, Beethoven,
etc.
You must choose a faction between Good or Evil that your historical figure is going to fight for. Feel free to pick a fac-
tion that would contradict their original character (ie. Good Hitler, Evil Gandhi). There will be a top 3 for each faction
(top 3 Good entries, top 3 Evil entries).
You must give your character a special ability of some kind. It can be related to the character themselves, such as
Benjamin Franklin having a lightning bolt ability or Neil Armstrong having a meteorite attack. You have to be able to
visually represent this ability in some way in your final submission.
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You will have to set the stage for the SHOWDOWN by selecting from any monument, landmark, historical location,
on Earth (ie. Pyramids, Mount Rushmore, Alcatraz, etc).
Your place of choice can be set it in any time period and/or alternate universe. Meaning you can go back to the con-
struction of Big Ben in London, or give Time Square in New York City a steampunk setting. It doesnt have to be an
exact replication of your chosen setting, so be as creative as you like, however it must be recognisable in the end.
You can do multiple angles of your scene, but the main render must be done in a side-on fighter game style (Street
Fighter, Mortal Kombat, King of Fighters, Marvel vs Capcom, etc). So pick your composition and setting wisely.
All work must be your own and created specifically for this competition.
Teams are allowed for Environment Art entries. Up to TWO artists maximum.
All entries must create their own Work In Progress thread on the forum in either the Character Art or Environment
Art sections and must post updates regularly or risk disqualification.
Character Art Thread: [SHOWDOWN] Good/Evil Name of your character Your name
ie [SHOWDOWN] Evil George Washington Emil Mujanovic
Visit our site www.artbypapercut.com! Thanks for showing interest and good luck and we hope you enjoy the com-
petition. If you have any feedback please leave the feedback with us on our forums and we will try to review it and
incorperate it next time.
SPONSORED BY:
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It has been a long and winding road since I first started working on VERTEX. It actually all began well over a year ago
with me bouncing around ideas with (in some cases harassing) other artists and it soon became apparent that there
was a demand for high quality, industry relevant tutorials, articles and resources for student, hobbyist and profes-
sional game artists.
With that, I approached several artists within the games industry with the idea of creating a dedicated game-art
magazine, for game artists, by game artists, with the intention to release one issue every few months. However, I
was amazed with how many positive responses I received and how many big name artists were willing to contribute
that the original magazine idea grew so large that the only way that this could be achieved was to compile all the
articles in one giant book.
It is also important to know that all the content created by the artists was done entirely in their own spare time set
aside from their jobs and social lives to contribute VERTEX. On top of that, none of artists and contributors asked
for any financial compensation for their time and effort spent putting this together and were willing to donate this
content to better the game-art community as a whole.
I apologise in advance if you find any errors within the book, whether they are grammatical errors or formatting er-
rors. But bear in mind that some of the content was written by non-native English speaking artists and in some cases
the articles themselves werent originally written in English and required translations as well.
I really hope you enjoy all the content that in the book and we have done the best that we can in such a limited time
and with limited resources. However, if you do spot something, please share it with us in the suggestions threads on
our forum: http://www.artbypapercut.com/forum/
Finally, I would like to thank the following contributors, supporters, artists, friends and family for making this book
possible.
To my wife and kids for being there to support me throughout all of the late nights. Thanks I love you guys!
Tor Frick Manuel Gomez Dylan Brady Emil Mujanovic Vadim Bakhlychev
Jacque Choi Sergey Trubetskoy Brian Poche Pior Oberson Marc Brunet
Josh Singh Hung Nguyen Maddy Taylor Helder Pinto Laurens Corijn
Brad Marques Jesse Sosa Jon Troy Nickel Jon Jones Brett Briley
Mashru Mishu Jeremy Baldwin Cody Bunt Hanno Hagedorn Alex Oliver
Team Bam Bu Chris George Denny Zunon David Ballard Ralph Beisner
Hai Phan Jesse Moody Andrew Risch Anthony Vaccaro Brian Parnell
Ben Mathis Marcus Pettersson Tuan Tran Tamara Bakhlycheva Drew Rechner
Jomaro Kindred Adam Bromell Teddy Bergsman Mashru Mishu Reno Levi
Joshua Stubbles Taehoon Oh Randall Mackey Sparth Pontus Svensson
Bradford Smith Ivo Nies Jeremy Huxley Magnar Jenssen Kim Jung Gi
Chris Percle Ben Regimbal John Park Sam Yang Jeff Parrott
Ali Mayyasi Del Walker Neville Page Kenneth Scott Gino Whitehall
Phillip Morales Jonathan Fletcher Scott Robertson Peet Cooper Michael Vicente
Enrique Pina Kekai Kotaki Wiktor Ohman Khang Le Alex Lehmann
Dave King Curt Binder Roger Castro Paul Steed Stephen Lim
Derek Burris Sean VanGorder Matt Zehner Janice Hertel Bejan Fozdar
Tom Woods Chris Holden Dustin Brown Danny Williams Adam Murguia
Without you, VERTEX would have only been a dream and not a reality. I am sorry if I have missed anyone who has
helped me along the way who might not be on that list.
If you are interested in being a contributor for future books and/or projects, dont hesitate to contact us as we are
always looking to collaborate with talented people.
Ryan Hawkins
Editor
ryan@artbypapercut.com
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