Showing posts with label texturing. Show all posts
Showing posts with label texturing. Show all posts

Monday, 5 December 2011

Props texturing


Last week, after finishing to modelling and scale all the props, I began texturing. A task that me and Jordan were assigned to do, with many props to texture the list was split and the workload eased. To keep consistence on the texture work, we followed the art direction influence map and any previous texture work on the character.
So here is the props that`I was assigned to texture.

Typewriter 





Butler Set



Chef Set


Maid's Dagger 


Cigarette and Match


Lamp



Magnifying Glass



Pencil Sharpener


Pencils


Pot Plant



Trophies

Saturday, 6 August 2011

John "Rusty" Hero Robot Pirate Sneak Peek

After getting the character textured, I moved onto creating the eye controls and I'm happy to say that I was able to make it even though it was slightly different. After giving the character a change to look more alive, I began rendering the turnaround, so while its rendering I leave here a sneak peek shot of the character posed :)

**EDIT:

Here is a version of the character where ambient occlusion was added, it gives more depth to the model making it stand out more in 3D.





To this picture I will add a occlusion pass on the final render turnaround.  Enjoy !!

Thursday, 4 August 2011

Robot Pirates Final Texturing

I carried on with texturing this character,with two passes done, what was left was play with the saturation of the cloth and add dirt onto the body, head and props. Overall, texturing is a fun process, and despite taking some time i love the whole process of tweaking and find the character instantly looking better.
When I finish this model I will post the maps I painted for this character.

For now I leave you with a few screen shots, note that the light needs still tweaking.




I still have a few things left to do, first gotta create an eye control which will of with this type of flat eyes, then tweak the light pose the character and render it in 3 versions: Beauty, Clay and Outline.

Tuesday, 2 August 2011

Robot Pirates Texturing II - Adding Detail

So after a week where I wasn't able to do much due to being working with Animate & Create helping out young people with skills such as animation and time management. I came back to work on texturing this character, with the finishing line approaching it is still a bit to do. so here I leave you with the second pass of texturing the character- detail.





On the next passes I will correct any texturing problems in the body as well as add transparency in some parts of the shirt, and work with the saturation of the cloth. The last pass is reserved to add a little of dirt on the character.

Enjoy for now!

Thursday, 21 July 2011

Robot Pirates Texturing I - Blocking out Colours

Here is a quick update on my Robot Pirate character, rigging is past and what is left to do now is a quick facial rigging to enable the character to smile, and the long task of texturing it. I have started both task and I'm working simultaneously on them, while I created a set-up to begin sculpting the blend-shapes, i have also started to block out colours for the character.



As you can see the character's clothes changed, this was due some previous feedback I have received when designing the character. Character Designer, Justin Wyatt suggested me to vary his colour from the the villain and sidekick colours therefore the blue now comes to play. I do think is working as blue and yellow are two complementary colours.




This is the 1st step of many as I will revisit and apply more passes on this character, a texture pass and retouch pass ( final touches) and dirt pass. Without forgetting the normal and the specular maps.

EDIT**

After a misshapen yesterday, where I deleted the previous blocked out colours, I restart to block colours however this time I took some advice and did a variation for the cloth which follows the original design better.  I have to agree that the red colour fits the character better, however I will do also 2 variations when I model the villain.