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『纯技术帖』Voh的贴图制作教程(GoK篇)

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发表于 2012-4-16 10:20 | 显示全部楼层 |阅读模式
本帖最后由 wangyaoalan 于 2012-4-16 10:22 编辑

原贴地址

不懂英文的可以直接看图,那张图已经很说明问题了。。。

There are a couple things to take into account before and when starting to make custom textures for TA. Since there is no automatic shading of units in game and one will have to make that stuff manually via the texturing, I really recommend planning ahead and making some general guidelines for oneself before making any actual final textures.

One should basically have single big image with arrays of base textures of different materials used by the faction in different lighting conditions, and then similar slides for possible round surfaces. These should be made relatively large sized so that they can be used for any and all textures there ever would be, taking scaling down of work versions of textures into account. Most common textures should be first drawn with just a couple plain colors, each representing some specific material. There's no reason to drag along any pixel art if you're just planning shapes. Once you're done with basic stuff, make arrays of copies of them with doubled dimensions (or perhaps even more), fill with final materials and apply possible lights and shadows. Details on the textures themselves are usually best kept at minimum. There can be some intricate stuff just for the extra cool, but generally textures should be simple and clear. It would be mostly just messy in game if textures are anything beyond one half being material 1, another half material 2 and some darker lines/cuts inbetween or on other side. Single small details usually end up being barely visible, only blinking occasionally while the unit turns. Detailed surfaces will look just rough rather than anything else, but this may very well be intended.

I often make two differently sized final versions of each texture; work version might be 64x64 size and final versions scaled down to 32x32 and 16x16 sizes. These two are the most often used sizes. All TA texture dimensions must be powers of 2, and size must be greater than 2x2; textures can have non-square sizes like 2x4 or 64x16. There is no upper limit to the size as far as I know.

Assortment of WIP GoK textures for demonstration. Not necessarily the best ones for tutorial purposes, but whatever...
TATextures1.png
TATextures2.png
TATextures3.png
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