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I typically like to be a CG purist and make my final image as close to what was rendered in Maya as possible, with maybe slight color correction and image tweaks at the end. For Blast Core, I did pretty much none of that.

All my texturing I did straight in Photoshop in post. To get separation between each object, I rendered out an RGB mask for the main geometry and then separated them into layer groups in Photoshop. I then just used different types of tiling textures blended over top of the rendered geometry, with small slight tweaks and details painted in by hand (Fig.14 - 16).

Fig. 14

Fig. 15

Fig. 16


If you've made it this far, thank you for reading! I hope this tutorial was informative, useful to you and perhaps gave you some insight on some different tactics you can use to totally cheat Maya and work around issues and hang-ups that may arise while doing the old CG. I hope we both grew as people from this; you having read it and me having written it.

I love doing this, I love talking to people who love doing this and if you have any questions or comments you should absolutely feel free to drop me a line - I will answer to the best of my ability (and Google's).

Buenas noches, friends.

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Readers Comments (Newest on Top)
(ID: 89283, pid: 0) B-Mart on Mon, 27 February 2012 7:10pm
You good sir.. Are a CG Gangster.. =)
(ID: 89262, pid: 0) Robert on Mon, 27 February 2012 4:00pm
Great Work! I like how you kindly explained this was mostly 3d, but then showed how you moved to photoshop. I also tend to be a purist and normally don't ever go into post with other programs. When you said mask, do you mean black and white render layers exported... how did you apply the masks exactly? what do you export the masks as? OpenExr or TIF? I'd love to talk more about your workflow and perhaps you can help me with mine. demo reel: landing page website:
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