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H
Recently found this game on steam. nevermind the gameplay, music etc., it's all shit.
But what stood out to me is the art. How is this feasible with just a 2 person team?
Doesn't seem feasible to me, so i assume that these models and textures weren't all modeled and painted by the creators of this game, but if not, then how would you do this?
I took a close look at the textures, and for example, if you look at a barrel, the individual nails in the wood are all shaded slightly different, which leads me to believe that all of these textures are downsampled from something else somehow, maybe even from photos. But if we suppose that these are all ue marketplace assets that were simply crushed to lower poly and texture resolution, how would you do that and how would you combine all that into a unified art style and avoid the typical asset flip look? There are also some assets like in the next picture where a generic rock or moss photo texture wouldn't really work, because of how it wraps around the 3rd model as if they were created for it, but surely not?

cont.
+Showing all 86 replies.
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Looking at the edges of each face on this asset for example, it doesn't really seem like a texture that someone would handpaint like that.
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Lots of diversity in the assets so it's hard to believe they were all handcrafted.
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Also, the UI (the actual menus and stuff) in this demo are absolutely horrendous looking which further makes it hard to believe that anyone with any actual artistic ability worked on this.
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As I see it You are looking at old school modeling approach. Threes are simple model You need make only one or two and then just rotate it to look random. crate is same arch too nothing hard angel and winged creatures was most probably most difficult if they do not pull it from some asset shop as you have said Nothing heavy detailed in this scene Doors looks to be high or bump map Scene is like from 2000-2005 ish PC game First Nvidia cards .It exactly look like project from 2 people Nothing crazy for today standards.
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>>1024057
>Nothing heavy detailed in this scene
the texture resolution is low, but there's a lot of detail, actually. Which is why I'm thinking photogrammetry, megaquixel and so on.
Don't know, haven't personally seen a 3D game with this much diversity of assets made by such a small team before. All of these screenshots were taken in close proximity to each other.
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>>1024052
A good texture artist is all it takes. There's no basis in your assertion that it doesn't seem feasible
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>>1024052
Looks like processing the scenes is adding a lot to the effect. It's not just the textures. Why not rip them?
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>>1024052
Also what's the name of the game you fucking retard
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>>1024089
queen's domain
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>>1024058
>there's a lot of detail, actually
>anon learns what "noise" is
High frequency noise allows your brain to fill in the detail. All of this could easily be slapped on with a material/mask in Substance. Even quicker if you use trimsheets (which looks to be the case).
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>>1024052
Asset store probably. I saw some janky Mixamo animated one person games that looked AAA at first glance. Lightning and post processing can do lot of heavy lifting.
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>>1024139
I'm new to 3d and texturing and all that so I'm not yet familiar with how things can be done, which is why I made the thread, cause I'm interested in whatever approach they're using. Even if it's essentially an asset flip, it looks more unified than any asset flip I've seen before.
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>>1024052
Maybe these can help? I think there are better ways to extract them from an unreal game but I just used ninjaripper
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Some more
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>>1024052
Box modeled
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>>1024052
>i assume that these models and textures weren't all modeled and painted by the creators of this game
One of them's an environment artist professionally so yeah they were
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>>1024260
source? i wasn't able to find any info about the developers online
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>>1024052
>Doesn't seem feasible to me
That's why they made a video game while you're here complaining about stupid shit because you're stupid and don't know how to create things.
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>>1024330
What am I complaining about?
I made this thread to ask about ideas how this was made, turbo retard kun. Now why do you think I'm asking, turbo retard bitch kun?
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>>1024332
What exactly in "paint a 256×256 texture in any drawing program" seems unfeasible to you?
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>>1024333
Because I don't know how to do that, turbo retard kun. Fuck off with your software.
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>>1024336
Choose drawing pen, choose color, paint it's not rocket science
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>>1024336
not me
>>1024332
are yo retarded? the whole discussion is about how the textures were not in fact hand painted, let alone in the resolution you see them in the game literally why come to this thread? you have nothing at all of value to offer. your "contribution" is literally worthless.
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>>1024340
>the textures were not in fact hand painted
Zero basis for that assertion
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>>1024341
not conclusive evidence, but this barrel for example is a pretty solid basis for that assumption
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>>1024052
I don't want to say I definitely know how they're done, but I'm a 2D artist, and I could probably produce similar results. In photoshop, I would use the pencil brush, because it doesn't have anti aliasing. It's all hard pixelated edges. Some programs refer to this tool as the "binary" brush. Because the lack of anti-aliasing means there are no steps inbetween the color you're drawing with, and whatever is already on the camera. Essentially, pixels are being turned off or on, in a binary fashion.

With the pencil brush, I would set it to "dissolve" and turn on transparency controlled by pen pressure. What dissolve does, is it created a bunch of holes inside of the brush tip that correlate to transparency. So by enabling dissolve, I'm essentially telling the tool to create hard edged pixels, instead of transparency, and I control the level of "holes", by how much pressure I put on the pen.
Light pressure = high transparency = greater holes. More empty
Heavy pressure = low transparency = lesser holes. More solid

This brush essentially creates a bunch of pixel grit. From here, I would lay down a dark base color. Let's say I'm working on that greenish brick work. I would fill the work space with a dark green first. And then choose a different hue, and randomly brush over with the pixel grit brush to create a bunch of random detail. Then choosing a lighter color, to draw a lighter area with the pixel grit brush. However, keeping in mind where light and shadows should fall, these brushstrokes are less random, but the pixel grit still adds a level of random detail. Then again, choosing a different hue, and touching up the lighter area randomly to create detail. Building up the texture like that, layer by layer, until it appears done.

They could be using photos, and simply editing their color, in order to get that effect. But I can't really tell with my eyes alone. I'd have to see their process to really know.
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>>1024346
The nails thing from OP, right? But that just means the nails were individually painted, something you can find in old game textures like ff9 or doom
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>>1024336
>Because I don't know how to do that
Then learn? Us telling you how it was done won't get you any closer.
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>>1024388
stop responding to the imposter trying to derail the thread
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>>1024052
They likely used a library of real-world photos (moss, bark, stone, wood planks).
Then downsampling to 256x256 or 128x128 to retain the "high-frequency" detail (like the shading on individual nail heads) but in a pixelated form.

Then they applied a global color palette or a LUT.
By adjusting the contrast, saturation, and brightness of every texture to match a specific color range
they force assets to look like they belong in the same world.

Regarding how the textures wrap perfectly around models (like the moss):
They don't just "slap" a photo on.
They use UV mapping to project specific parts of a photo onto specific parts of the 3D model.
Then "paint" over the seams or highlights
This allows them to blend a generic rock texture with custom moss growth that follows the shape of that specific model.
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>>1024407
>photo library
where the fuck am I supposed to find these materials in real life with a camera? are you completely retarded? why do I have to go outside to do things which could be done in 15 minutes max?
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>>1024434
what is unc yapping about?
take your meds.
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>>1024434
You can find thousands of moss, wood, and bark samples in seconds, collage them into 256x256 tiles, and match the LUT/contrast to unify the style.
If you’re feeling extra lazy, you can even prompt an AI for organic patterns.
You asked how it was done, I told you.
Try making a single asset using that workflow.
You have to make experiments.
Or how do you think these textures were made?
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>>1024434
>>1024440
using a random texure and a couple of minutes in blender
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>>1024440
No you didn't provide a solution to my thread, this looks nothing like what I showed. This looks horribly ugly.
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>>1024467
>No you didn't provide a solution to my thread, this looks nothing like what I showed. This looks horribly ugly.
That's literally how it's done: source textures, edit them, apply a LUT, and map them.
I did that in 2 minutes.
My goal wasn't to replicate the game, you moron
it was to show how easy it is to scale and map a texture like that.
imagine spending a little time doing something instead of crying.
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>>1024467
imagine trying shit
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>>1024467
Stop pretending to be me you fucking retard. Have shit posters found this board, or what?

Just as a heads up, if someone claims to be OP while being insanely dismissive, then it's not me.
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this is the first webm that I render directly from blender

>>1024476
good to know, that motherfucker!
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testing 60 fps
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>>1024484
this barrel's walls are like 5 times thicker than they ought to be. also it's missing the part that makes each face look like distinct planks of wood, so the simple wood texture wrapped around the whole thing looks bad.
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>>1024474
>how easy it is to scale and map a texture like that.
then why is everything about your texture terribly misaligned
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>>1024486
Exactly. Modeling has zero to do with the workflow we're discussing.
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>>1024487
>then why is everything about your texture terribly misaligned
Ah, I see you're a smart one.
You've hit the nail on the head.
To align textures properly, you actually have to put in the time instead of just spending a couple of minutes on it.
Oh, and don't forget to use the right textures!
Good job figuring that out.
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>>1024155
>>1024156
>>1024157
not OP but thanks!
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>>1024509
Hohohoho, that's the spirit, kiddo!
I love that you're so passionate about the craft that you're calling it wizardry now.
In this 3DCG circle, we don't discriminate against people who suck dick.
Keep sucking.
I'm just happy to help you see the light.
You're definitely going to reach all your digital goals with that magical enthusiasm. Keep shining!
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lets try to experiment with these
that >>1024155 >>1024156 shared
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>>1024052
Prior to pbr a lot of artists would do high res scupts and use a world or object space normal map to extract details they would turn into color detail. This is one method I learned right before I had to forget it and learn how to do pbr
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>>1024524
I'm not OP but I want to do the same as OP

ohh, I remember that!

But do you think the assets in these photos were generated that way?

1. Creating a high-detail model first
2. baking it down to a low-poly mesh
3. and finally downsampling the resolution to get that pixelated look?

Or was it something else?
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>>1024525
There's really no need for a high detail model, you can just paint on the normal one and maybe downsample
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A thread of clueless archeologists trying to reverse engineer some slop you can make in Substance in like 5 minutes.
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>>1024537
>Substance
Heck, you can make thos in fucking Deluxe Paint
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>>1024537
sometimes you just don't know about a thing yet, and that's ok
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>>1024537
Oh, great Sultan of Substance, please forgive our insolence! How dare we, mere clueless archaeologists, discuss the sacred art of asset creation in your divine presence!
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>>1024540
>>1024543
>>1024544
/3/cels btfod
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>>1024537
>a board of retards who only use blender and blender graph nodes for texturing
call me shocked
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>>1024557
>enter beginner thread of a beginner asking questions regarding knowledge a beginner wouldn't have
>"lmao fucking beginners, I want a board of pros where everyone already knows everything and nobody ever asks for knowledge"
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>>1024558
You've been told you're overthinking it from the beginning and keep trying to come up with weirdo workflows instead of trying to just draw it, of course you're gonna be mocked.
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>>1024562
I bet you also think that programming a level editor for your game is a weirdo workflow and you should just handplace every brick instead. Tools like Houdini wouldn't exist and people who are proficient with it wouldn't get hired if assembling everything by hand was the most effective way to handle things.
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>>1024573
lmao if you need houdini to paint a PS1 style texture
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>>1024574
Kek
btfod
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>>1024562
Wow, "just draw it?"
Why didn’t I think of that?
Pack it up anons this absolute genius just solved game development.
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>>1024574
good job missing the point. btw ps1 textures weren't all hand painted either. shocking, I'm sure.
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>>1024578
I mean, you still haven't drawn anything
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>>1024581
Hahaha, you silly little guy, you're still stuck on the same shit.
No, buddy, this isn't drawing. It’s clearly a technical workflow.

The look of this game is most likely a mix of:
Photobashing / Downsampling:
Using real photos of moss and stone, then crushing the resolution to keep that high-frequency noise.
Color Indexing: Forcing a limited palette/LUT so everything looks unified and old school.
Trimsheets: Those perfect edges aren't hand-painted one by one. it’s a texture sheet where you map the UVs to specific borders.

That’s not drawing, that’s UV engineering.
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>>1024605
Yea I hate how fucking disingenuous the responses in this thread is "heh, you just git gud and draw it" when, even though you could just texture paint it, that's obviously not what was done, and also as I stated in the OP, the game is made by 2 people, and it has a variety of assets that imo makes it unfeasible for 2 people to just model and texture paint everything by hand, which is why I made the thread and asked what shortcut they might've used. Cue the fucking idiots coming in not understanding the point of the thread and saying "umm just do it by hand, you can do it by hand so just do it instead of searching for some arcane workflow heh"
Stupid pieces of shit.

Anyway, appreciate the response.
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>>1024605
color indexing is not "a technical workflow", it's just how you had to draw back then
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>>1024608
it's a bunch of repeating trimsheets, bashed together in photoshop out of real images and additionally dumped in images of other shit to blend in with soft light or overlay then noised

only unique props had their own textures like the pouches and they were photoshopped aswell with a little manual drawing

i wouldn't get my advice from mentally disabled /3/retards
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>>1024052
I gave the game a shot, it looks quite nice but the game felt like a bit of drag. It's really the pixels that are masking a lot of it. It's all photo referenced i'm guessing (or substance) then it's just creative use of trims and the like, its pretty old school. >>1024625 is right. I think it would fall apart with higher rez textures and you can see it falls apart on some of the big buildings. Assets wise its pretty limited you can imagine a single artist knocking it all out pretty quickly
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>>1024733
I ended up playing this for 3 hours because i discovered you can glitch jump and launch yourself like 30m, so you can end up running around much more of the world than the demo lets you by jumping out of bounds. I wanted to know more so i spent a bit of time looking into it. The artist is Eric Berger, he doesn't have much of a digital footprint. He seems to have repurposed the Queens Domain assets from this other project he worked on 4 years ago. You can see they have the same centapede and eyeball enemy, everything is just downscaled. The only piece of workflow information i can find is this joke post from his bluesky. The game is really cool

https://www.artstation.com/artwork/8e2BXx
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>>1024760
Oh, nice digging. I wasn't able to find anything on the Devs myself.
I suppose he really is/was an industry environmental artist.

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