Keep up-to-date with Free tutorials!!

 

Sign up to our twice-monthly newsletter today for the latest tutorials, interviews and product information.

 

- Latest news
- Exclusive Shop Offers
- Preview early content
- Plus much more

 

Not Ready to take that step? OK, Why not just Subscribe to the RSS Feed

 
submit tutorial
1 | 2 | 3 | 4
Making Of 'Pirate Hype'

By Pao (Thitipong Jitmakusol)
| Your Rating:
rating star fullrating star fullrating star fullrating star fullrating star half
(35 Votes)
| 56856 Views
| 6 Comments
| Comments 6
Date Added: 13th July 2011
Software used:
Maya

Texture Painting

For reference, to show you how I stack layers in Photoshop, I've created a visual aid for you (Fig.11). Keep in mind that this is a simple diagram and projects can get really complex, depending on what type of texturing you are attempting, but for most scenarios I think this is a good starting point. Be flexible on the layers. Guidelines are not rules!

75_tid_image_11_uv_maps_placements.jpg
Fig. 11


I like to paint in both 3D and 2D. Photoshop is a powerful painting tool, while 3D painting programs (BodyPaint, ZBrush, Mudbox, etc.) have the advantage of painting across the seams and letting you know exactly where you are painting. I like to go multi-package: I think Mudbox is excellent at painting across seams in real time; BodyPaint can import your .psd files with layers; ZBrush has useful brushes, lets you project 3D textures, and allows you to paint in Photoshop. All software has its own strengths and weaknesses, and you should try to learn all of them.

Once I was done painting, I collected my seamless passes from my 3D software and performed my compositing/color tweaking, and added extra details in 2D. I like to have the untouched colors as the base and then build from there. For the pirate, I added details like veins, spots, and a skin pattern on top, and kept them separate so I could adjust them later. It's a great advantage to keep things organized, especially when creating other passes. For example, I can easily use my "Veins" layer to quickly block-out the Sub Surface Alpha mask (so that the lights will not interact with them). I played a lot with different types of layer channels as well. Sometimes Soft Light worked better for me than Overlay, and so on.

I used Layer Comps (Window > Layer Comps) in Photoshop to help me organize my .psd file. It remembers what Opacity or what kind of layer channel you used. For example, my Diffuse map used the "Skin Pattern" layer at 45% Opacity set to Overlay, whereas my Spec map used the "Skin Pattern" layer at 20% Opacity set to "Multiply". Layer Comps can save this information and you can quickly go back to it - very helpful!

I ended up with Diffuse, Spec, Bump, Displacement, and Sub-Surface control passes, and as I wanted the fins on his face to be transparent, I prepared the Alpha pass for that as well (Fig.12).

75_tid_image_12_head_uv_maps_textures.jpg
Fig. 12

It's always good to check your texture maps in a 3D painting program just so you can quickly see what you can expect to see in the final render (Fig.13).

75_tid_image_13_head_textured_details.jpg
Fig. 13

Lighting & Rendering

I went with a basic 3-point lighting setup, trying to make it seem like a flash was coming from the front (a typical head shot for your passport - nothing too fancy). I used the sub-surface scattering shader and plugged all maps in. I also had a sky reflection map plugged in to create that wet, glossy look. The rest was all about tweaking the values.

I posed the character at what I considered to be a cool angle, and hit render (Fig.14).

75_tid_image_14_lighting_placement_reflection.jpg
Fig. 14



< previous page next page >

 
1 | 2 | 3 | 4
Related Tutorials

Tutorial

Gallery Image.



Keywords: character, female, pin-up, olivia, andrew hickinbottom,

Go to tutorial
rating star fullrating star fullrating star fullrating star halfrating star none (11)
Comments 2 Views 29894

Tutorial

Gallery Image.



Keywords: Making of, Project, Arch-viz, Building, Architecture, Lighting, 3ds Max

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star half
Comments 2 Views 20501

Tutorial

Gallery Image.



Keywords: House, Arch-viz, Scene, 3ds Max, V-Ray, Making of

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star half
Comments 2 Views 30597

Tutorial

Gallery Image.



Keywords: lobo, biker, rasta, pirate, sci-fi

Go to galleries 1
rating star fullrating star fullrating star fullrating star fullrating star half
Comments 3 Views 41467
Readers Comments (Newest on Top)
Munkybutt's Avatar
(ID: 54890, pid: 881924) Naomi105813 (Forums) on Fri, 28 October 2011 5:27am
Nice job.[IMG]http://www.cuinsurance.org/xiao3.jpg[/IMG][IMG]http://www.cuinsurance.org/xiao1.jpg[/IMG][IMG]http://www.cuinsurance.org/xiao2.jpg[/IMG]
avatar
(ID: 54192, pid: 0) Robert on Fri, 21 October 2011 8:19am
Amazing! I have never understood how to make believable eyes.Maybe a more in depth explanation? Anyway amazing!
avatar
(ID: 54193, pid: 0) Robert on Fri, 21 October 2011 8:19am
Amazing! I have never understood how to make believable eyes.Maybe a more in depth explanation? Anyway amazing!
avatar
(ID: 46392, pid: 0) Lampshadehead on Sat, 16 July 2011 2:32am
Really amazing. Great trick the with fins and DOF to finish off. The most striking things seems to be the feeling in the eyes. I think this is created by great texture work, the right pose, and the good lighting/rendering/colour correction. You seem to have really nail that 'cold glance'
avatar
(ID: 46324, pid: 0) Z3r0717 on Fri, 15 July 2011 8:00am
Awesome work for a fun little project.
avatar
(ID: 46305, pid: 0) Thiago on Thu, 14 July 2011 9:01pm
Nice job. The eyes are very representative.
Add Your Comment