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Making Of 'Warrior'

By Jukka Tahtinen
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Date Added: 9th December 2009
Software used:
3ds Max, Maya, V-Ray, ZBrush

Texturing Part

First part of making the texture was to get the base colour, no details really at this stage. Then adding gradually, layer by layer more detail to it. A good trick I usually use is to start around the eyes and mouth, when working on a face texture, and then fill in the gaps. As a last thing, I add shadows or dark areas where the edges of the helmet was going to be. When the colour map was in a stage that I felt happy with it, I created the bump and specular map.

956_tid_creating_face_big.jpg
Bump and Specular.

956_tid_bump_spec_big.jpg
I used the same process to the armor as for the face. Starting off by having a base colour, But in this case I could used the displacement map I got out from Zbrush, because it already had nice shadow information in it. And then adding layer by layer more detail to the texture.

Progress.

956_tid_bodytextur_part1_big.jpg
956_tid_bodytextur_part2_big.jpg

Bump and Specular.

956_tid_bump_spec_big.jpg




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Readers Comments (Newest on Top)
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(ID: 172683, pid: 0) Powzar on Thu, 20 December 2012 11:14am
Very well explained. Awesome job. Kudos.
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