2014-05-19, 01:26 PM
That texture is actually one of my older pieces. I dont recall how long it took, but some creature textures take me 1-2 hours to make, or there are some which can take up to 4-5 hours if created from scratch. Alot of game devs nowadays use occlusion maps taken from a high poly, multi-res sculpt, then export the second tier resolution model (say if there are 7 or 8 divisions)
The occlusion mapping saves alot of time, but I found certain ways around that with manual UV mapping, making the process faster. Basically, I think that occlusion textures taken from renders can be too unrealistic if there are too many polys, it makes the 'defining shadows' less realistic. Skin textures need to have a stretched look, and occlusion taken from a sagging high poly model often doesnt hit that mark.
The occlusion mapping saves alot of time, but I found certain ways around that with manual UV mapping, making the process faster. Basically, I think that occlusion textures taken from renders can be too unrealistic if there are too many polys, it makes the 'defining shadows' less realistic. Skin textures need to have a stretched look, and occlusion taken from a sagging high poly model often doesnt hit that mark.