
Model the pillar by building modular rock pieces and beveling edges. Texture with separate foundation, stone, and metal layers, edit UVs, apply chamfers, and name parts for easy reuse.
Create shingles as sheets to reduce triangle count, then paint, place, and slightly rotate them for a natural, low-poly roof with tiled texture.
Learn to model a window frame for hand-painted game environments by shaping a wood frame, creating an arc with cuts, duplicating pieces, and preparing textures.
Build a dark iron base with purple metal and rust, defining plane changes with highlights and shadows. Use layers, dodge highlights on gray overlays, and hand-paint scratches for metallic realism.
Learn hand-painted metal texturing by tweaking color balance with yellow, purple and red, duplicating textures, adding highlights and cracks, and applying modularity with ambient shading for game environments.
Adjust the shingles' color by selecting a few rows and softening edges with a 10-pixel feather, then apply subtle pseudo-random variations using magenta, blue, yellow, and green to avoid uniformity.
Paint the final metal textures for game environments by refining highlights, shadows, and edge details, then use alpha and mix maps to add rust, glass, and subtle variations.
Create an alpha mask by painting on layers, copy to a new alpha channel, and save as target to transfer alpha data into a material; adjust threshold to balance transparency.
In this course, we're going to be exploring the process of modeling and hand painting a rickety old cabin! We'll start off by reviewing the concept art and blocking out some base shapes, and from there jump into the wonderful world of UV unwrapping. Next, we'll be taking a look at the different stone, metal, and wood surface types we'll be painting, discuss and decide where we can save some texture resolution by sharing UV space, and then get moving on bringing the texture and visual look and feel of this low-poly cabin to life!
(Students - please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)
More about the Instructor:
An adopted son of San Francisco and the Academy of Art University, Ryan Ribot lives a small apartment with 3 cats and a Wacom. Currently working as a texture artist and character modeler with Telltale Games, Ryan spends most of his time painting and sculpting. Zbrush, Photoshop, and Maya are like breathing to him, and he is always looking to share his knowledge. Ryan has been teaching for several years, and is experienced as both an instructor and an industry professional.