Texture Design for 3D & Image edition
To design our 3D Toyverse we will use a mixture of new and old techniques, because we consider that to achieve this some previously used characteristics of texture design were lost, losing with them a great degree of realism. In this case we are talking about the direct photography of the objects to be designed in 3. There is no texture designed from scratch (inspired by the real object) that surpasses a texture made by photographing the real surface of the object.
Image & Texture editing
Tone, hue, or tonality: the degree to which the visual color stimulus can be described. The Army Men armies in our project, especially in canon and in Army Men Revolution, will have different shades within their own ranks, just like plastic soldiers in the real world. Photos courtesy of Caenen Meltesenhttps://instagram.com/caenenmeltesen Over the years, the … Continue reading Making the Microverse, Part 3: Shades of Plastic →
The assets of the game will be a lot, but for the most part they will be the same three-dimensional geometry with different textures, as in the case of the Real World assets. We will try to make each door, each wall, each window and each wooden furniture different, using an algorithm that will modify … Continue reading Revolution assets library →
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