
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.
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 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.
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.
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.
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.
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.