This week for my FMP I tackled texturing Judgement’s tail and did some minor adjustments to the textures overall.
I created a very basic shape for the tail by using a cylinder and adjusting the scale of it, editing the mesh towards the bottom to give a little flick to the end of the tail. I felt that this would also be easiest for when I comes to rigging and skinning. I unwrapped it as a flat singular island then took it into 3D Coat.
For any other texturing I would
have gone into Photoshop first to lay out the flat colour but instead I thought
being able to lay out the flat colour by painting on the 3D form would be easier
for getting a better sense of the overall shape rather than kind of having to
guess in Photoshop before going to 3D Coat and correcting it.
I painted on the forms in a very carefree way, going through and erasing parts to look like natural forming holes and leaving some remnants of erased parts in various opacity to give it a more mystical look to it. With this texture being somewhat transparent, I had to be considerate no to go too harsh colour wise because that would show through from all sides of the model. If I made the tail incredibly saturated, the overlapping transparencies would blow that saturation way out of proportion and it would look bad. I spent quite a lot of my time adjusting the opacity of the main shape’s colour, adding elements of opaque details sparingly throughout the tail as to not make it look cluttered. This texturing process was more challenging than I anticipated but I think what I ended up with would work well for the overall monster.
This week I also went back and completed the texturing for Justice’s weapons. This was much more straightforward in comparison to the tail as I just approached the same way as I do the main bodies of the characters. I found the scales however to be quite interesting to texture because the overall shape of the asset had quite a lot going on with it since there were the chains, plus the base and handle, and the actual plates. Keeping everything uniform whilst not making it visual overwhelming took me going over and simplifying some texture work so that from afar the textures didn’t look jarring.
| Pay no mind to 3DSMax struggling to preview the alphas |

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