Wednesday 23 April 2014

Texturing - Part 2

The head was originally split up into three separate pelts: The face, the back of the head, and the hair. Once I had all of these sections flattened, I carefully welded them together along the seams to create one seamless UV map. I decided to split the ear and mouth-interior off into their own pelts, as they needed their own space.

You might also note that the head UVs overlap the top of the foot on the left, but this was easily amended by moving the foot UVs into another vacant space.



I started the head texture with basic block colours for the hair and skin, and then gave them cartoony shadows where they meet.



I then added more detail to the skin, making it more blue around the chin/neck and more red towards the forehead. I then added splotches of red to indicate areas with more blood-flow, such as the noose and cheeks. I also added some basic detail to the hair and beard, which I may alter in the future with more definition.



I gave the ear some basic shading to indicate the shape better, and also connected the bottom of the neck and torso by adding a collar with shading.



The eyes were made using a sphere with the back cut off (to save on poly count). After positioning them in place, it became very obvious that a perfect sphere wouldn't fit in his oddly-proportioned head. To get around this problem, I enclosed the eye in an FFD Binding object and then used that to morph the shape of the eye. The advantage of doing this instead of morphing the mesh itself, is that you can still rotate the eye around and keep the correct shape.



The mouth and tongue UVs are highlighted on the right hand side. I didn't put too much detail into these, as they aren't going to be seen a lot. I might go back and add a few more details if I have time in the future.



After finishing the main texturing, I applied a plain white material to all of the objects in the scene, created a skylight, and rendered an ambient occlusion map for the character. This means that even if I'm using a low-poly version, there will still be some smooth lighting on him.



In Photoshop, I overlaid the AO map on top of my texture and then blended it in using Multiply.



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