Saturday, 19 March 2016

Character Modelling -- Alpha Texturing for Hair and Feathers

The texturing for both the hair and feathers required some progress.
  1. I needed to draw 4 different kind of strands for the UVs I had
  2. Find an a good image of hair I could use, and adjust the the color if needed after importing it into Photoshop.
  3. Make it a clipping mask over the strands and fill the base colour of the background.
I then had to use the alpha channels to create and alpha and save it as a 32bit targa file so there will be some transaprency when opened into Maya.

The above process was repeated for the feathers, which I had to download the brush tool for. When the texture was applied, I then realised that the hair bands holding the character's hair was also transparent, so the only thing that was needed was to move the two unfolded UVs to the main body UVs to avoid this problem.
The one thing I have realised is that with alphas is that theu don't look like many strands on the chacter as suppoed to how many that were drawn on in Z-Brush. From here, I'll learn to use thicker strands for my future models to also avoid all the time it took to fix all the UVs for the character's hair.



At this point onwards, our group hasdecided to shift the game into a walking sim due to the sort amount of time we have left to finish the project. Due to this, the enemy model will not be used.








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