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Making Of 'Lobo'

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Date Added: 1st August 2011
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Baking

All the maps were baked within XNormal (http://www.xnormal.net/1.aspx), by groups to avoid dark-spots and bugs in regions typical for such stuff - accessories, separate cloth pieces, weapons that lie too close to each other etc.

Unfortunately sometimes bakes aren't as clean as we may expect them to be, so after all the maps were baked I merged and cleaned them inside Photoshop (Fig.14).

685_tid_fig14.jpg
Fig. 14


Texturing

Color texturing was done in the following steps:

1. Base colors/patterns
2. Adding light/dark values and hue variations
3. Adding details like dirt, scratches with AO/Cavity maps (changing values for the various parts like the skin - lighter and colored AO)
4. Using adjustment layers (Curves) to add more depth by lightening and darkening specific areas
5. Tweaking some stuff to add more details and cleaning the texture out from "garbage"

I made a Specular map from a desaturated Color map and also tweaked it with Curves and Hue/Saturation adjustment layers.

I also created a Skin mask for Marmoset Toolbag's SkinShader to separate the "SSS" (SubSurfaceScattering) effect from cloth parts on the same mesh piece (Fig.15 - 17).

685_tid_fig15.jpg
Fig. 15

685_tid_fig16.jpg
Fig. 16

685_tid_fig17.jpg
Fig. 17


The final look of the textured character inside Marmoset Toolbag 1.02 can be seen in Fig.18.

685_tid_fig18.jpg
Fig. 18



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Readers Comments (Newest on Top)
avatar
Khall on Thu, 13 October 2011 10:33am
Lovely artwork,lots of thought went into the design,very good of you to share your style and workflow hope to see more from you.
avatar
Blob on Mon, 08 August 2011 7:21pm
cool model
avatar
Adan Rodriguez on Tue, 02 August 2011 4:49am
Awesome work with lobo my friend!
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