Week 21
This week for the character project
I would say has been one of my most crackdown weeks so far. Looking back, I am
quite proud of what I had managed to accomplish as I managed to model the
clothing on top of my character early on in the week. In addition to this I was
able to unwrap my character and texture him within the weekend, thus giving me a nice week to get my head
around rigging my character; something that still gives me the shivers.
On the other hand, all of this hard
work came at a cost to my health as I managed to burn myself out at the end of
the intensive texturing weekend.
Add caption |
The model you see above is a screen
cap of my model without its textures. I
managed to get this modelled in the first half of the week by extruding and
cutting verts on my models mesh. Problem was, by doing this I created so many
Ngons by the end of the modelling stage I spent a good half a day cleaning up
the topology of my mesh.
My Unwrap |
When I did get to the eventual
unwrap phase of my model, this admittedly felt like a breeze. (Tell that to my
past self and he would disagree.) Anyway after unwrapping so many boxes, cylindrical
and spherical forms. This unwrap process felt quite natural as I just applied basic
knowledge of what I have learnt so far and adjusted it to the model as well as
keeping in mind of hiding seams. I even attempted to experiment with 3d coat a
tool which specialises in unwrapping. However I felt as weird as this sounds
that I wanted to train myself more with 3ds maxes unwrapp tools as say if I am
too reliant on 3d coat If I were to work at a company which doesn't own the
software for lack of a better term I would be "buggered" .
James Gurney's theory |
The last of the week I spent
texturing intensively, starting on Friday evening and finishing on Sunday
evening. Texturing this character felt more like problem solving than just flat
out painting. One problem I had to get to grips with was using James Gurney's
colour zone theory and having to apply it to someone of my decent and skin tone.
Colour zone texture for character |
When attempting to use this on my
model I found that I had to adjust the model so much changing the layer style
to hue and turning down the saturation and opacity of the layer. It almost got me
a bit down because when I did feel as If it wasn't working so much with my skin
tone I attempted to find some alternative colour zones for different races and
it seems there are no theories out there. This meant if and when I do want to
paint other races I will need to really observe the colours within their portraits
rather than relying on valuable information.
My texture |
Another problem I came across was
attempting to convey the look of plaid on my characters texture to convey his Scottish
background. I spend hours on this constantly re iterating my texture to make
sure it clearly communicates said look.
It eventually got to the point in which I watched a DIY painting video on creating a tartan pattern for a bedroom. Little did I know that this would be the process that I eventually adapted for my production of my tartan texture.
As you can see above is the model fully unwrapped and textured. Its been a long week but bring on the next one. On to rigging see you next week.
No comments:
Post a Comment