Total Pageviews

Monday, 28 January 2013

SDK TEXTURING: TEXTURE AND TURN-AROUND

           Slight delay on the development of this texture, but here it is anyway. Choosing the Fat Ass Ninja wasn't the best idea I've had (I'm sure I almost had three breakdowns trying to get this thing done). Rather than babble on, I'll just show you the three deliverables - the turn-around and the texture sheets.


COMMENTS AND CRITICISM APPRECIATED!





     The idea behind it? Well, there isn't really and idea solid idea, other than I wanted it to look awesome. Red, grey and black is the palette here, with the intention of creating a futuristic ninja of some sort. Besides the Old West Cart where I used repetitive basic textures, this is my first real attempt at texturing any complex 3d Model. So, to be fair, I feel I did a great job considering my lack of experience.

The positives with it? I have to give myself kudos on the face and hair - I've never even attempted hair and faces in this much detail! Now that I've done bragging about that, I'm happy with the level of detail I've managed to add in the 1024x1024 texture allowance I've been given. The colour scheme works, and on the most part, the texture wraps around the model well.

The flaws? I must admit some parts are rough around the edges (the body, the hands, the skin), they just lack the detail and realism I would usually like. One of the major issues however, is the way the texture wraps around the model. When I assign the texture to the model, there are some minor imperfections - non-matching seems around the legs, arms and neck. The primary issues though are the stretching issues on the left knee pad and the drastic colour difference in the skin from the face and the skin from the neck line. These are all issues resultant from the delay and therefore lack of focus and consistent direction.

        So, overall I'm happy with it, yes there are flaws but they are excusable considering the delay. Next time I texture an SDK or a model of my own, these issue will not be a problem. Hopefully, I'll get a first for my efforts.

NEXT POST: 3DS MAX: OIL BARREL BAKING ATTEMPT

Sunday, 13 January 2013

SDK TEXTURING: CHOICE AND IDEAS

          Unfortunately, the Christmas Holiday are over. Fortunately, I got graded first on the first assignment (Old West Cart) of the module! Looks like the hard work paid off after all! Not a bad start to 2013 I say.

HAPPY NEW YEAR 
BY THE WAY!

      However, regardless of the fact today was the first workshop of the second semester, I've been set the second assignment straight away - to texture an SDK,however,I want in order to demonstrate my creativity, texturing, painting techniques and understanding of UVW Mapping (I hoped I'd never come across these again...).

      I was a given a selection of SDK's on the Polycount forums to choose from (brilliant website for 3D/ 2D/ Environment artists - check it out www.polycount.com) ranging from Goblins to half naked Ninjas. You can find these options in the links below. Maybe even have a go at texturing them yourself!


THE OUTLANDER

GOBLIN:


DEMON:
KNIGHT WARRIOR:
BULKY MAN:


     Took me an entire hour to choose which SDK to use as a template! ONE HOUR! I lied, I chose my favourite instantly (the commando), but I glanced at it's textured version and from that point on, I suffered from sever mind block. Thus, I had to choose another. The Knight would stretch my talents, but it seems too predictable, the armour's shape seems to define the textures outcome. I mean, even the three variations of the Knight on the link are just different variations of colour palettes! I'd choose the Goblin, but that sort of fiction doesn't tick any boxes for me and I'd choose the demon, but it seems to childlike and unimaginative. So all that is left is the Bulky Man and the Fat Ass Ninja Girl.

      In the end I chose the Ninja. And no! This choice wasn't influenced by cleavage or butt cheeks, but by the fact that it's in proportion, its realistic and most importantly, it's blank canvas with no specific shapes - case closed! Why didn't I choose the Bulky Man? Well, I prefer realistic characters. This guy would turn out looking like The Heavy (Team Fortress 2) no matter what I do. Yes, I could add a lot of detail in and yes, it could look pretty cool, but exaggerated proportion just isn't my thing

FAT ASS NINJA GIRL by slipgatecentral
http://www.polycount.com/forum/showthread.php?t=81829



          So there's my blank canvas so to speak. I best get mocking up some ideas and texture it. Luckily, it's already UV Mapped and its faces are already projected (thank god!).

NEXT POST: SDK TEXTURING: TEXTURE AND TURN-AROUND