Wednesday, 29 July 2009
Fat Face Base Paint
First stage of the texture. Just the base paint so far. The ambient occlusion map has been overlaid to give it a bit of definition, but that's all.
Fat Face Stitching Normal Map
I've added the stitching and seams now. I used Mudbox's ability to paint bump maps for these. I made a series of stitch and seam stamps, set the paint brush to have quite wide spacing, made the stamps follow the stroke and turned on Steady Stroke. It's basically the same process as using the sculpting tools, but no need for a super high resolution model.
It was surprisingly straight forward and successful. I was quite pleased with the results. Then it was just a question of converting the black and white bump map to a normal map and overlaying it on the main normal map.
Next stage, paint.
Tuesday, 28 July 2009
Fat Face Normal Mapped Body Update
Here's the updated low res model. Now with a properly seperated bullet belt and the UVs moved about so that the left and right arms and legs can have their own texture space which has helped the ambient occlusion on the right thigh.
I also added the previously missing hog-tags.
Next I'm going to try adding seams and stitching to the normal map.
Sunday, 26 July 2009
Fat Face Normal Mapped Body2
I've added the bullet belt and accessories. Not bad.
I attempted to just have the belt intersect the body geometry but I'm not too convinced that it works too well like that.
And I also forgot that the two sides weren't going to be identical so sharing UV space wasn't such a great idea. For a start the ambient occlusion shows up a seam on the leg on one side. And although I haven't done it yet, the "Danish" tattoo on the upper arms wouldn't read the right way round on both sides.
So I'll have to re-arrange the UVs a bit. And since I'm doing that, I might as well seperate the bullet belt too.
I attempted to just have the belt intersect the body geometry but I'm not too convinced that it works too well like that.
And I also forgot that the two sides weren't going to be identical so sharing UV space wasn't such a great idea. For a start the ambient occlusion shows up a seam on the leg on one side. And although I haven't done it yet, the "Danish" tattoo on the upper arms wouldn't read the right way round on both sides.
So I'll have to re-arrange the UVs a bit. And since I'm doing that, I might as well seperate the bullet belt too.
Monday, 20 July 2009
Fat Face Normal Mapped Body
I finished re-topologising the body of Fat Face and rendered out the normal maps and ambient occlusion maps. Here's the new low res model (about 6000 tris) with the normal map and ambient occlusion map applied. I'm quite pleased with how it's turned out so far.
Haven't done the bullet belt and accessories yet though. I'll have to find space for them on the UV map.
Sunday, 19 July 2009
Fat Face Re-topologised Head
The next stage is making a low res model based on the geometry of the high res one.
I thought it made sense to see how the baked normal map came out on part of the model before doing it all. Especially as Silo was choking on the scene and I had to divide it up anyway. The top image is the above model mapped with the normal map generated from the original sculpt. The tusks need a little work, but the rest is looking pretty good.
Fat Face Sculpt Fine Detail
Wednesday, 15 July 2009
Fat Face Sculpt Stage3
Lots more detail on the jerkin and clothing generally, some refinement of the arms and hands, lots of wrinkles on the face and some asymmetry, updated canteen and some work on the trotters.
Next stage is going to be veins and skin detail I think and maybe some fabric texture too. I might add that as a bump map however.
I'm Back
Long time, no posts. I've been moving house. Now I'm installed in my new office/studio with lots more space for my sculpting which is great.
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