
Source files for the course
Import an image plane as reference in Maya, model the blade’s silhouette with the polygon tool, and ensure triangles or quads for low-poly hand-painted assets.
Learn to model a hand-painted blade by extruding edges, shaping vertices, and using the split polygon tool to form teeth and the clamp, optimizing silhouette and poly count.
Finish modeling the sword hilt and handle by building basic gold-brass shapes, extruding the base, and refining the silhouette, then paint to fake geometry for clean uvs.
Learn to model the sword handle from a rotated cube, remove caps, add edge loops, extrude for the ring and grip, and prep for hand-painted texturing and UV mapping.
Finalize a hand-painted sword texture by preparing geometry for uv mapping: remove the image plane, mirror across the negative z axis, merge vertices, and center pivots.
Planar map each object to create clean UVs for hand-painted game assets. Use the UV editor to unfold, straighten, and pack UVs, then test with a checker texture in Photoshop.
Learn hand-painted texture workflows for game assets by unwrapping a sword, managing stretching, maintaining consistent pixel density, and painting clean textures across blade, handle, and ring.
Mirror the sword along the negative z axis to complete the model, merge pieces and vertices, and share uvs with the shield on a texture map for painting in Photoshop.
Prepare hand-painted game textures in Photoshop by setting up uvs, color textures, and masks, then paint with value and light direction to define form.
Learn to paint a hand-painted blade texture by planning a wide value range, applying ambient occlusion, and layering color with highlights and wear.
Texture the blade by adding chips and scratches to define light and dark areas. Use new layers with overlay and multiply to add depth while preserving form.
Learn to paint a gold hilt with hand-painted texturing, using light direction, bounce light, saturation, and subtle green tint to create a believable 3d look on flat geometry.
Develop a hand-painted texture pass for a red cloth and gold handle by blocking volumes, layering colors, applying occlusion, and rendering with multiply layers and subtle bounce light.
Continue painting the hand-painted weapon by building a bottom desaturated brown base, applying a top-to-bottom gradient and white-gold highlights to define form.
Block out the shield’s large forms and paint its gold, blue-metal, bolts, and wood textures, guided by a light-from-above concept and UV planning.
Lighten values in phases to reveal form while preserving underlying tones, using bounce light and specular highlights to define gold and metal against wood on a hand-painted shield.
Block out the shield back with wooden planks, gold corners, and blue metal details. Fine-tune wood grain, small spikes, and UV layouts while layering for subtle occlusion and light-driven shading.
Explore hand-painted shield textures in Photoshop, refining forms, occlusion, and lighting while blending wood, gold accents, and greenish metal for believable, seamlessly lit surfaces.
Learn to hand-paint a shield texture for games using a small brush for finishing, balance bounce light and highlights, and establish three value levels with careful edge work and scratches.
Apply hard edges and occlusion to the shield texture, then blend gradient shading, scratches, and grains to create a painterly, readable, and well-lit hand-painted look.
Resize textures from 512 to 256 and 128 in Photoshop to test hand-painted sword and shield textures at lower resolutions. Adjust opacity after sharpening to preserve clarity in Maya texturing.
Join over 23,000+ students in Udemy's #1 Game Art and Hand Painted Texturing course.
In this tutorial, we'll show you the creation process for modeling and texturing low poly weapons, with a strong emphasis on hand-painted texture maps. We'll start by modeling a sword in Maya, show the unwrapping process, and take you step-by-step through creating the hand-painted stylized textures for both a sword and a shield asset.
(Students - please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)
About the Instructor:
Tyson Murphy attended the animation program at Brigham Young University. He's since worked for Disney Interactive (Avalanche), Chair Entertainment, and currently works as a Senior Character Artist on World of Warcraft for Blizzard Entertainment.