Thread 1012801 - /3/

Anonymous
5/28/2025, 3:22:49 PM No.1012801
file
file
md5: e3d1105560d4b8f6b78c6f0f490350cf🔍
How do I achieve a texture style like the 2008 Clone Wars cartoon?
Replies: >>1012802 >>1012807 >>1013871 >>1013905 >>1013906
Anonymous
5/28/2025, 3:25:17 PM No.1012802
>>1012801 (OP)
You can achieve 2008 Clone Wars cartoon style by
1. Looking at Clone Wars models and watching production footage
2. Copying it and applying what you've learned
Good luck!
Replies: >>1012807 >>1013871
Anonymous
5/28/2025, 4:50:56 PM No.1012807
>>1012802
What a faggot response
>>1012801 (OP)
My guess just solid color over a brush stroke grunge texture with lighter and darker edges driven by the material
Replies: >>1012808
Anonymous
5/28/2025, 5:09:46 PM No.1012808
>>1012807
Being able to analyze and replicate without external help is a critical skill for artist
Replies: >>1013876
Anonymous
6/19/2025, 12:15:37 AM No.1013871
>>1012801 (OP)
you could probably get some info from Etienne Beschet on artstation as they are making a clone wars fan game

>>1012802
stupid faggot leave no one likes you
Anonymous
6/19/2025, 1:32:35 AM No.1013875
10+ years industry vet who has dealt with tons of graphics autism from online retardos
This looks like your standard pre-PBR texture pipeline, which means diffuse + specular maps. It was probably rendered in non-linear (sRGB) space like everything was in the 2000s before people got onto linear rendering. Either way the tone mapper was very shitty and has lots of clipping (notice how the highlights on Count Dooku's face and neckpiece are clipping to nuclear white, which is something you never see anymore in modern CG).
The 2000s film rendering pipeline is fairly standardized and there should be some internet autists that made guides on how to replicate it in [Modern Program X], everything else is artistic decisions within that tool set.
Replies: >>1013906 >>1013907
Anonymous
6/19/2025, 1:35:06 AM No.1013876
>>1012808
>go on forum
>find someone asking for help
>tell them they should figure it out by themselves
>leave
You're not the brightest guy, are you?
Replies: >>1013888
Anonymous
6/19/2025, 10:02:50 AM No.1013888
>>1013876
Stay losing bro
Anonymous
6/19/2025, 8:22:55 PM No.1013905
>>1012801 (OP)
I think they have a handful of digital brushes and they just hand-paint the textures on a really matte shader so most of the highlights come from the brushwork instead of the materials. I know they also did something where they'd take their unlit previs renders, let their concept artists draw lighting onto a still image of the shot, and then they'd light the shot to match what the artist for every shot so it had a more cinematic lighting style instead of something physically accurate.
Anonymous
6/19/2025, 8:41:16 PM No.1013906
>>1012801 (OP)
It took me 1 second to see this is handpainted.
But it will probably take a decade of practice to get to the level to be able to quickly deconstruct how exactly they painted this, and I'm not practicing it, so I can't really help further.
Beware of exceptionally faggot responses in this thread like >>1013875 which make it sound like a rendering question instead of texture painting technique.
Anonymous
6/19/2025, 8:45:27 PM No.1013907
> exceptionally faggot responses in this thread like >>1013875 which make it sound like a rendering question instead of texture painting technique
> Dooku's face and neckpiece are clipping to nuclear white, which is something you never see anymore in modern CG
Maybe rendering is also important in this one. Strictly speaking, original question is about texture anyway.