Texture style development

Last year I’ve been working on a nice little browser game, which was released some time ago. It’s called “The Big Catch”. I played it for a few hours, and have to say that it’s nice light entertainment, and can be real fun if you are into fishing and familiar with the routine. For this purpose I created various low-poly 3D-game assets and environments, which you can see in the game. I modeled the objects and, with directions and help from the studio I did the freelancing for ( I developed a comic-like, easy-on-the-eyes texture style for the environment. Creating a distinct texture/shader style for a game, a short movie or just a still rendering is one of the most interesting and exciting processes for an artist. I decided to write about it because that’s part of what I do on my current job. There have been written countless books about the technical aspects of applying textures to objects, about shader programming and brush painting, and making photographs tileable. But before all that, there are various other steps to take until you can really get down to work. It always helpful to ask yourself the following questions during the creative process: How […]
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