Research Report - Planning the Structure
- charlightart
- Oct 15, 2016
- 1 min read
How does my workflow differentiate between realistic and stylised hand painted asset creation?
INTRODUCTION - 500 words
What are the key main differences between realistic and hand painted assets?
Aesthetics
How they are created
The genre of game they’re in
How will I be exploring my workflow of realistic and hand painted asset creation?
Same theme/object for both the hand painted and stylised asset
Software (Hand Painted – 3D Coat, Realistic – Substance Painter)
CHAPTER ONE - 1000 words
How does the texturing change a game ready asset?
Immersion
Mood – Cheerful/Dark
Possible Audience – Bright Colours – Childlike? – Plus own thoughts
Which companies use predominantly hand painted textures and why?
Blizzard
Telltale Games
Gearbox
Riot
Which companies use predominantly realistic textures and why?
Naughty Dog
Bethesda Games Studios
Ubisoft
Crytek
Influences for my practical research
Blizzard
CHAPTER TWO - 1500 words
Creating my Hand Painted Asset
Stage 1: Modelling in Maya
Stage 2: Sculpting in zBrush
Stage 3: Texturing in 3D Coat
Stage 4: Additional Texturing in Photoshop
Thinking about Polycount – for MMOs
Creating the Base in Maya (Hard Surface model) to edit in zBrush
CHAPTER THREE - 1500 words
Creating my Realistic Asset
Stage 1: Sculpting
Stage 2: Modelling
Stage 3: Baking
Stage 4: Texturing in Substance
Stage 5: Texturing in Photoshop
Polycount – How it differs
Using zBrush to Create High Poly first (differs to the hand painted)
Maya to create Low Poly
Substance Textures – Taken into Photoshop
So I don’t repeat information – I make comparisons
CONCLUSIONS – 500 words
Similarities & Differences
Paragraph 1: Modelling, Texturing and Sculpting
Paragraph 2: Overall Aesthetics
Paragraph 3: Personal Thoughts - Which do I prefer?
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