Below are some final shots of my final texturing after a; specular, normal, diffuse, ambient occlusion have been added.
Friday, 6 January 2012
Texturing the final model
After baking an AO and the Normals onto my character it was time to texture the model, which took me quite a lot of time because i like to be completely convinced with a texture before i leave it. But due to time constraints i did not have as much time to spend on the outer details as much as id of liked, such as; the Steilhantgranate which is textured horribly on my character because i couldn't find a fitting resource for it in time. Although i did find time to quickly hand paint these blood textures to my liking.
Below are some final shots of my final texturing after a; specular, normal, diffuse, ambient occlusion have been added.
Below are some final shots of my final texturing after a; specular, normal, diffuse, ambient occlusion have been added.
Sculpting
Sculpting my characters' high poly inside Z-Brush was very fun and i hope to revisit it during the summer to add more details. Here are a few pictures of my sculpt stages, where i tried and hopefully accomplished making my character more 'Brink' styled.
Further Modelling.
I deleted a lot of my old progress as the edge flow was horribly and would slow down my future work when i had to focus on the spacing in those parts, so i decided to start fresh! I had to make the decision to follow the geometry style of Leavons model rather than trying to teach myself how to do correct edge flow.
Further up my character when doing the hands i realised that the feet were hugely out of proportion so i quickly corrected that with some scaling.
Following my silhouette character sheet i tried my best to keep the loose feeling of the shirt fabric, to make the material look thick. I put quite some effort into getting the weight of the sleeves to suit the shape of my character. Which would compliment my characters 3D silhouette in making him look 'rough and ready'.
Further up my character when doing the hands i realised that the feet were hugely out of proportion so i quickly corrected that with some scaling.
Following my silhouette character sheet i tried my best to keep the loose feeling of the shirt fabric, to make the material look thick. I put quite some effort into getting the weight of the sleeves to suit the shape of my character. Which would compliment my characters 3D silhouette in making him look 'rough and ready'.
Finished Base Mesh. (Below).
After finishing my model i used a helpful Z-Brush plugin called UV Master which allowed me to quicky make well sized uv islands in minutes.
After Uving my model i thought i could finish a basic texture before starting the high poly sculpt inside Z-Brush, which turned out to be a horrible idea as i could not direct my painting properly on the naked UV's, which needed a detailed AO to help guide me.
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