Hey guys,
I've started texturing one of my models I did a while back... He's not done yet, I'm planning on doing a lot of work to him over the weekend, so I'll repost when I'm done.
brilliant. not that that's unusual from you.
Nothing to say about the skin texture, i think it's perfect. Did you painted it by hand? And do u use a 3D painting software like DeepPaint3D or just photoshop?
About the eyes, i think blue doesn't fit the creature, in my opinion red eyes would be much better.
Thanks for sharing
bye
Aude
Thanx guys,
Aude, Yeah the textures are hand painted. Mainly whai I do is use Deep paint to a bunch of black and white masks (one for color placemenr, one for wrinkles, one for shadows, onefor highlights... etc) then I bring them into photoshop and adjust their hues and composite them together. This comes in handy particularly when creating bumps and specular maps because you can adjust each element individually.
I've attached a pic to show what I mean.
P.S. Your right about the eyes. I changed them today to a more yelloy/orange iris. Thanx.
is that the little dude of that CGchannel tutorial ? thats a cool tutoiral man, you should post it up through HIGHEND as well...
cool stuff man , I like that
Hell i like most of your stuff.
...looks like a cross between an ORGE and an APE or somthing.. cool..!
whoa, sweet texturing dave... my big ass weakness is organic modeling and textures, which is exactly what you just made me feel worse about...LMAO...your sweet ass model, and nice textures...
anyways, im going to get Deep Paint... and toy with it... but i think my main main problem, is the fact that i just cant lay out my UV's that well, thats why i cant even practice making textures...
got any help on laying out my UV ?
Hey that looks like my Uncle ........
as per normal that is bloody excellent dave , awesome job ...!
Cheers
Waz
Thanx Guys.
jtk77... Yup it's the same guy. I tried to post it on highend a while back but never heard anything back.... I'll try to submit it again though, and see what happens.
XGC... what does "LMAO" mean? anyway.. try this http://www.eliteops.com/sama/uv\_tutorial/index.htm it's posted on highend. When this guy says ugly head he really means it
, but it should give you a good understanding of how to lay out uv's.
vorlon_1... your uncle huh? I don't know what to say about that
. Thanx.
its chat-retardish for.. "Laugh Me Ass OFF"
(insert pirate YAAAR and/or popeye chuckle)
I think ![]()
duplicate your bump map and crank the levels so the dark gets darker and the light gets brighter. then connect this file to a Set Range node as Out Color to Value. Set your Set Range node as -0.1 as Min, 0.1 as Max, 0 as Old Min, and 1 as Old Max all on the Left Column. Then connect to a Displacement node as Out Value X to Dislpacement. Then connect the Displacement to a material. This will make the displacement be negative where it is black and positive where it is white. it would really make this charcter have a new dimension and just pop out.....el diablo
Yeah especialy since youve got so good textures. but the time it takes to do this might go up the roof (unless youre using renderman or somesuch prog thats realy good with displacment)
Hey el diablo,
That's a good idea. I played around a little this morning... but at 25 minutes a render (joojaa... you weren't kidding) I didn't get too far. Thanks for the set range tip also that comes in real handy. I haven't played w/ displacements in maya too much cause of their many downsides... but I did get some promising looking renders this morning so I'll look into it some more.
P.S. I visited your site, glad to see you updated it, beautiful stuff as usual
. anyway... that arm... was that rendered in maya? or did you use prman, entropy or something else?
are you using a smooth node or sub D's? if you are using a smooth node drop it a level and play with the sample rate in the Displacement Node. The arm is rendered in Maya with that technique. The final character will be posted in the next week or two. I have been doing it over at Stan Winstons. A lot of the work I have been doing I cant even show until the movies come out and I am dying to give people a peek at what I did on Terminator 3 but that is not coming out until summer 2003, go figure. BTW dont be afraid of th render time. It is worth it in the long run...el diablo
im curious dave, how do you go about making the texture... because as you recommended, i went through that tutorial, and actually got a good idea of laying out UV's, and now... after making this head....
http://obooboo.homestead.com/files/organic5.jpghttp://obooboo.homestead.com/files/organic5.jpg
i want to texture it... but, making the textures was a lot harder than i thought, and i have a few questions...
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1. what resolution should i be making textures at...
2. sometimes the textures look blurry, or not as crisp as they were in photoshop, is there some maya setting i should change? (like filter?)
3. what programs do you actually use to create textures?? (I have Deep Paint 3D and Photoshop 6.0)
4. will you be posting up any more tutorials soon? and...
5. will you be able to host some chat sessions for
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people that want to chat with a masta?
While i have Deep Paint 3D, i dunno how to use it very well, and also, do you have / use Deep UV ?
turn filter to 0 (you might need to turn this up once you start to animate to avoid flicker)
Kind of makes you understand why renderman is a must, dispplacement will make much more impact on an image than GI (go to exluna galleries and youll se what i mean).
its just a shame its $5K a proc, and can crush a budget to license across the whole render farm, but it does render nice and fast though....el diablo
whats the "color separation" plate?
el diablo,
Yeah, I'm using smooth. I still haven't gotten to play around with it much but... here is an image w/ real rough displacements on the low poly mesh. Looks Like I'll have to paint a new map to get exactly what I want... but it has really good possibilities.
pay no attention to the hard lines on the brows... I just forgot to smooth the normals before I rendered
.
P.S. can't wait ti see your T3 stuff. Isn't Stan Winston using XSI? I thought I read that somewhere...
XGC,
1.) I used a 2k map on this guy whick is more than sufficient for video output... It all depends on how close you'll be getting to the model.
2.) That might be as simple as a resolution issue. Probably is...
3.) I use both deep paint (to create my masks) and photoshop (to composite them) plus I'll also tweak my bump and spec out in maya w/ a brightness/contrast note just because it's a pain to jump between apps to make such subtle changes.
4.) I'm gonna try and do one on uv's and texturing over the summer for my students next semester... I'll post it up here when I'm done.
5.)Thanx, but I in no way consinder myself a "masta"
. Therefore, (plus the fact that I type too slow
) I will probably never host a chat... sorry
5a.?) I've never used deep UV... I can get around pretty good w/ the tools in maya.
Joojaa and el diablo,
Yeah a friend of mine showed me some stuff he's been playin' around with on both renderman and and entropy and I was blown away with the speed and detail they gave
. the only problem he said is not all your procedurals will transfer over correctly... oh...yeah.... plus that $5k thing ![]()
yinako,
It just allows me to tweak out the colors... like lets say I didn't like his colors the way they are now and wanted a red back and an orange stomach... this is a good way to seperate them.
Thanx everyone.
At Stan's all animating , rendering, and scene modeling is done with XSI but all the character modeling is done in Maya and Paraform(due to production timelines I haven't had the time to learn XSI). the image looks like a good start and very promising. BTW, Mental Ray renders displacement maps extremely fast and XSI has a cool tool for rendering from one UV set to another, I wish Maya had that functionality. well good luck with this project....el diablo


