Tuesday 15 October 2019

Helmeted Character - Textures 1

On Monday, third week of the project, I started the textures. Firstly, I created groups for all the different materials that I had and masked them using the ID map that I previously made in 3dsMax with vertex paint. Then I laid out a base for all of them to see how they would all look together and get the colours and roughness right. This took some trial and errors until I got something I was ok with, as the concept I am using is not very clear on the materials properties.
After I defined the base of the materials I started adding details to them. The first thing I worked on was the skin. I added multiple layers to get the mottling effect, as well as skin spots, subtle freckles and redness. My idea of the character was to make her fully robotic, so the skin would be fake as well but at this point it was looking fairly realistic and it was hard to tell that the character is entirely cybernetic. After getting some feedback, I split the skin in panels and added some indents, marks and barcodes to show the idea that it is a manufactured body. Also, added some wear and tear to the skin.



Also, I did a little bit of work on the metal parts, I added some colour and roughness variation, scratches and edge wear, as well as some painted stripes on the legs. I added some details to her scarf piece and top, just some wear and colour variation. I am still not quite happy with how the materials look at this point but I'll spent the next days refining them more.



This is the progress that I made after one day of working on the textures.

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