Thursday, 10 March 2016

Charater Modelling -- Texturing and Normals

Texturing took some time to deal with, especially with figuring out how to warp the seams around the character's skirt of the dress. It was odd -- If I followed the way I warped the image to the UV snapshot in Photoshop, there was still some unnatural stretching of the texture. The only way to solve this was going back in the texture editor and straightening the UVs so that they'll look like it should when on the model.

As for the normal maps, I used a tool in Photoshop to make normals out of images traced over the UVs that needed surface texture (rocky legs, and clothing).

It was very hard drawing on her facial details, such as the tribal markings, and her eyes which I'm really not happy with.
There was also issues with the colours of the texture when I needed to view them in Maya -- the colours would come out a few shades lighter than the same colour I used from the character's concept. This would make me darken the colours in Photoshop to try and match the colours the character's supposed to have, just like her design.










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