
Learn hand-painted texturing for game environments by modeling and painting textures in Photoshop, with real-time demonstrations and time-lapse sequences, to achieve a polished final render.
Plan a hand-painted game environment by breaking down concept art into materials—wood, stone, metal—and duplicate components across surfaces. Focus on tiling textures, modular pieces, and storytelling in the environment.
Set up a Maya scene with a texture plane for reference, organize layers, and block in a house model using basic cubes, mirroring, and extrudes to shape curvature.
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.
Model the foundation base metal piece, trim hidden faces, apply a chamfered edge, and use planar textures with uv mapping and duplication for seamless tiling.
Build a modular door frame by duplicating wood posts, tweaking pivots and bevels, making cuts and rotations, and filling gaps with planar texture maps for a cohesive Eevee render.
Model wood supports for game environments by duplicating and adjusting pieces, snapping into place, cutting away hidden faces, and welding edges for ready-to-texture hand-painted surfaces.
Create shingles as sheets to reduce triangle count, then paint, place, and slightly rotate them for a natural, low-poly roof with tiled texture.
Model and texture hand-painted shingles on a curved surface by extruding, beveling, rotating, duplicating, and mirroring, then unfold with planar and UV mapping.
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.
Create modular game environment assets by modeling custom pieces, adjusting geometry, and preparing UVs for hand-painted textures, then pack textures into sheets for efficient rendering.
Practice hand-painted texturing for game environments by painting tiling rock, stone, shingles, and wood textures. Watch timelapse demonstrations with commentary to learn the workflow and how these textures apply later.
Pack UVs by placing assets onto three sheets for a foundation and tiling walls, with 5:12 textures for custom pieces; use transfer attributes and export textures for painting.
Learn to paint stone textures for game environments by matching base colors to concept art, building layered stucco textures, and adding cracks, shadows, and highlights that read at distance.
Learn to hand-paint a stone texture for game environments by blending colors, building highlights, and mastering layer workflows with color balance and light adjustments.
Paint wood textures by sampling colors from the reference image, build base and grain-driven layers, and apply highlights and shadows to create a tiled wood surface.
In timelapse, the artist builds a hand-painted wood texture by aligning edge highlights, layering colors, adding cracks and moss, and refining depth with color balance and iteration.
Learn to craft hand-painted shingles for game environments by building layered, tiled textures from wood, adding moss variants, and painting highlights, shadows, and seams in a production-friendly workflow.
Explore progress in Marmoset by importing your house mesh and applying albedo maps to test lighting with a castle sunset preset. Refine textures and tiling for cohesive materials.
Paint a 10:24 by 10:24 tiling brick texture using a base layer, scatter brush techniques, and multi-layer shading to bake greens into browns for a rough brick wall look.
Learn to hand-paint a stylized brick wall texture for game environments, using cracks, shadows, and color balance to define planes, create sharp highlights, and manage seams in tiling.
Build metal textures by shaping stone, apply the metal to the long pole, shield, and shingles, then add color variation, cobwebs, and fallen branches to dress the scene.
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.
Duplicate and transform modular metal textures, fix seams with erasing and light adjustments, paint bolts and stone surfaces with layered highlights, and test in real time to ensure consistency.
Learn hand-painted texturing for game environments by applying metal textures with layered highlights, brush strokes, and painterly cross-hatching to achieve a stylized look, with quick adjustments and layer management.
Apply the Bass Rock texture to paint stone, adjust base color and shadows, add highlights and noise, and align warm and cool tones across all six rock faces.
Practice painting the top shingles, fix seams along tile edges, adjust color variation, and experiment with backlights and warm lighting to enhance the hand-painted texture.
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.
Learn to build hand-painted stone step textures by creating a base texture, adding grout and stone edges, applying directional highlights, and testing in the engine.
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.
Apply final touches to your hand-painted game environment textures by adding a floor, lighting, and a quick render to showcase woods, metals, and stones.
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.