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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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Powzar on Thu, 20 December 2012 11:14am
Very well explained. Awesome job. Kudos.
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