'3D Studio MAX'

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"Low Poly Character"by Matt Marshall


We shall keep adding detail to the character in this continuation of the texturing tutorial. Depending on your subject, it basically consists of you sorting out the environment your character would live in and the effect it would have on your character.

Next we do some grimy dirt. The stuff that gets in all the cracks, so to speak.

Make a new layer and put it on Dissolve, make your colour a dirty brown and select a soft paintbrush, I tone the brush down to about 20% strength so you can build up the dirt easier. Start brushing into all the dark recess and areas that would be covered up with dirt over time, that would be less prone to be cleaned off.

Basically think of it as layers of dirt building up over time, with the open areas getting washed more frequently from rain or just plain scrubbing :) Leaving a buildup of dirt getting thicker and thicker in the recesses.

After I am happy with the results of my dirt, I make a new layer and merge the Dissolve layer with the new layer and apply a slight gaussian blur filter to it in Filter | Blur | Gaussian Blur. This softens it up a bit, and then I adjust the transparency of that layer and then add a monochrome noise filter from Filter | Noise | Noise... to give it a bit of colour variation.



Next is a bit of rust. I'm going to do two colour types...as mana has a different reaction to metal than water. But the method is the same.

Firstly make a new layer and create a similar effect shown here with a paintbrush (solid brown example, I kept it in order to show you I actually use this layer to blur). Once you have done that, use Filter | Blur | Motion Blur in order to blur the effect to a suitable distance. If it is a little too faint, although the length and effect is good, rememeber you can simply duplicate the layer to make it denser after the effect has been applied. I duplicated it 3 times and merged them...for example.

After you have done so you can scale the rust along an axis if you want to make it longer still, and possibly clean up some of the trails to make them shorter or less solid to make the effect more random. with either the smudge tool or eraser.



And that's about it, or so I thought, for this object. But I thought that the top of the exhaust pipes looked pretty dodgy. Now I originally thought it wouldn't be worth the polys to model it properly, but in the end I decided it is worth it, so I tweaked the model and modified the map.

Now as I could use other parts of the map already existing this wasn't a big thing. So I used inset and extrude to make the top of the pipes. And then used the usual mapping techniques (Unfold Mapping mostly) in order to unwrap the polys. I then placed them over the areas that could reuse them...being the current pipe texture. This actually worked out well as the rust and stuff carried through.

In the end I'm pretty happy with the result, I will probably start on the other maps. I will probably come back to this one once I get a better overall feel for the character.


And here's one we prepared earlier!

Well, maybe not...but by using the same methods described so far with the torso I was able to come up with most of the arm. Once again there were a few little things I added...such as the glow canisters on the forearm detail etc...but I won't go into them for the sake of time and my sanity...

For the moment, the arm is now done also. I presume I will come back to it once I finalise the rest for that final, and inevitable 5% touch up for that extra level of coolness.




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Once again I have jumped forward a bit in order to save time and actually get this thing finished...in doing so I have actually learned a few things that will help...so I'm going to have to go back and tweak the tutorial...so sit tight while I look back at what I have done (mapping especially) before we move on...

...still here? Good, you must be eager to learn more then.

The final texture (with boots and jacket) was the hardest of all three. I could probably say I haven't finished these yet...as I could take them further. But for this exercise they will most certainly do to continue on getting the character into UT2004 before the next Unreal engine comes along and makes me obsolete. Digital me that is, not me me.




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