Tuesday 6 September 2011

Texturing the beast

After a quite a few hours of mudboxing and realising that my mesh have quite a lot of "rat nests" and shoddy structure, I finally manage to produce something that resemble an acceptable result without having to re-model the whole thing.

(from the look of the ship in the movie, the whole craft has spots of a sort of goosebump like texture)

But even though the diffuse map came out alright, the normal map looked really messed up when applied to the model in Max. So I turned to the trusty old clonebrush in PS and a plugin from Nvidia that fixed the normal after I had edited it.

(Trying to make as straight edges as possible :I )

(Some areas looked really really baaad)

Some parts needed editing, others didnt

Here the major texturing is done, I was not sure of how the textures, especially the normals would handle the symmetry modifier, but it worked beautifully! There is of course a lot of symmetry along the top and bottom side of the model, but ill try to hide it with some shadows / lighting and good camera angles. In this last image the dirt is far too saturated and visible, but im probably going to remove it and use an AO-shader, or use something in-between.

Next up is the task of building an environment, lighting and rendering!


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