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3d art

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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 />

91

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