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Character<br />
Texture creation<br />
Making textures in Photoshop and modo<br />
06 Detailing Ambient Occlusion<br />
Using Photoshop, I combine the ZBrush PolyPaint and rendered Cavity maps as well as the<br />
desaturated Photo Color map to add more details to the rendered AO map. I also create<br />
Alpha channels with copies of the AO, adjusted lighter or darker to provide masks for<br />
additional detail. I will use the Photoshop Unsharp mask and High Pass filter to add more<br />
variations of Alpha channels to help emphasise detail areas F.<br />
f<br />
F I use Alpha maps as a mask to quickly add in<br />
highlights and shading to the Ambient<br />
Occlusion map<br />
G Using modo’s 3D Paint I add colour details<br />
such as war paint, fine detail decoration and<br />
scars/battle damage etc<br />
H Skin and leather are low in contrast, while<br />
metal is lighter and has a very high contrast<br />
I Black areas mask material effects, while white<br />
areas reveal them<br />
h<br />
g<br />
07 Adding colour<br />
The Ambient Occlusion is used with the Alpha map<br />
variations to add to flat base colours for the Diffuse map.<br />
Each flat colour is a new layer: tan for skin, dark grey for<br />
metal, brown for wood, and so on. Working dark to light, I<br />
load alpha selections to add shaded detail using separate<br />
layers for each pass, then import the flattened map into<br />
modo for further detail work G.<br />
08 Creating specular<br />
I use a copy of the un-flattened Diffuse map as the basis for<br />
the Specular map, with some shaded p<strong>art</strong>s around the eyes,<br />
mouth, hands and underarms inverted to increase spec in<br />
those areas. The overall shading is adjusted for each<br />
material type; flesh is closer to 50% in Hue with low<br />
contrast, metal is lighter with high contrast, while wood and<br />
cloth are darker with high contrast H.<br />
i<br />
09 Making material masks<br />
To apply different materials such as skin, metal, leather,<br />
wood and bone in modo, I quickly build black-and-white<br />
masks in Photoshop. Each mask will block out one type of<br />
material. I then import each into modo for edge clean-up<br />
and detailing I.<br />
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