Continuing on from the last tutorial about unconventional texturing methods, we put these methods to practice within this tutorial. So read on and enjoy.
Here is a standard videogames texture map. Bear in mind to set your map sizes as squares, this makes recall in real-time game engines easier. 1024 x 1024 pixels tend to be used often for characters in games.
Real-time environments without dynamic lighting require real world light simulations. One trick used in the industry is to set up light objects in your scene around your character. This technique is called texture baking, in 3ds Max, you would select render to texture from Rendering menu, other 3D packages have an equivalence.
The Textporter export map above is perfect for precision, you can see exactly where your polygon faces are. For tone, we will ref the baked texture map in the image below
The environmental lights simulations are now embedded in my map. Take a look at some renders of the basketball player with this baked map as texture.
It is a general rule to depend heavily on reference photo for texturing. To achieve realistic textures, artists harvest real photographs as a base. They paint in a touches and saturate the picture to create a hand painted overall feel. We do not need to do this here. Our baked texture map is actually perfect for cartoon character textures.
As you can see from the posed character baked textures work. Some artists actually simply apply block colours as overlay over the baked map. This is what it would look like.
Block colours in normal layers.
Colours in blended layers.
These layers would still need adjusting and some details are still required even if we intend to use block colours. Nonetheless, let us take a look at what these simply colour applications could look like.
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