Hello everyone, I'm new to Total War, I was a modder for the Skyrim and Fallout games and thought I'd try my hand at retexturing the Beastmens Minotaur unit from Total War Warhammer as a fun little project.
I'm learning the texturing process for TW assets, exporting so they look correct, then implementing them into the game currently, it's been a little confusing learning the new programs regarding extracting the files/model from the game so I'm able to import them into Mudbox/Quixel for 3D painting, however, I thought I'd make this post as a place for me to update/show my progress and share what I have learned along the way for those who are interested in that sort of thing.
"I'm excited to get stuck in, and make some new friends along the way!"
My plan is to texture a localized area of the beastmen's Minotaur unit to begin with since I am learning all these new steps and processes, and also so I don't overwhelm myself trying to learn too much all at once! For those reasons, I decided to only focus on working on retexturing the Minotaurs skin, hair, and horn and just ignore any armor, or accessories for the time being.
I did some google searches and saw some retextures (images for this site/forum)
on the Minotaurs and wanted to be sure not to repeat what had already been done, I also looked through my old codexes, as well as my creatures of myth artbook for inspiration and ideas, although to be honest, I expect to make a lot of mistakes while starting out so my texture ideas are bound to change along the way!
My initial attempt at the retexturing process went well, I stuck with the 1024x1024 texture map format, and (although not jaw-dropping)
produced a nice subtle retexture for the Minotaur's head, I got rid of the blinded eye, added some more pattern to the skin of the minotaur, as well as tweaking the horn colour, for things like the mouth I just edited the vanilla texture, and I saved all my materials so I could repeat the texturing process on the other mesh/parts.
For those interested, I use Mudbox to create a colour map of the different parts of the mesh, then export is to be used with Quixel. I decided (for my first attempt)
that I'd just make some basic materials using the supplied alpha masks that come with Quixel, although I plan on creating my own alpha's (like what I've done with my other modding projects)
once I've learned the basics!
Below are some images of the previously mentioned steps, 1.
colour map creation in Mudbox for Quixel, 2.
Quixel render of the created texture.