The whole workflow will be revealed in detail - from the first sketches to the final touches.Įven is a real star in the CG world, having worked at world-famous studios like Karakter, Ubisoft, Blizzard, Riot, Axis Studios, Blur, Guerilla Games, Wizards of the Coast, Volta Studios and more.īeyond client work and educational content, Even created the book TEGN, a collection of 366 sketches and accompanying stories. You will discover how a fantasy character is born, step by step - a fierce and ruthless warrior. Most importantly, you will learn how to create your own hero with a story that the viewer will remember. Where to look for an idea, how to select references, structure the work process, and add stylizations. Note 2: all this process can be automated with the free Blender addon AssetGen.Creating Fantasy Characters – From Ideation to Final Art : In this episode Even Amundsen will share his approaches in character development. Note about the Smart UVs of Blender: use an angle of 45 instead of 66 to avoid overlapping on organic shapes. Then you can open your model with the fake hand painted texture and add a layer in overlay or mix mode and 3D paint it for the subtle touches, then composite your two textures to get your final texture. Then you convert the normal map into a a curvature and curvature smooth maps in Substance Designer or in Blenderįake hand painting by using color ramps and analogous colors or do that in Photoshop: To save time on the microdetails I use procedural texture project in Object coordinate with a low blend then I connect it to the displacement shader. To fake hand painting you need to have an high poly that will create your hand painted details and to bake a normal map on your generated UVs (and generated low poly with decimation + bool tool union) and to use diffuse colors to do your ID masks. The technique is to start with a fake hand painted base then to finish your texture in 3D paint so problems like bad seams placement and brush strokes bleeding will be less noticeable. Personally I never do retopology and UV mapping because you can get great result with decimation and Smart UVs project for static game assets, like you can see in this demo: įor the texel density a new auto-packing algorithm is in preparation in the Blender source code, for now it's an addon: would that be a bad thing? Or is that "the new normal" for current gen stuff that isn't hand-painted? Thanks. If I was working in the game industry, and produced an otherwise beautiful asset but the texture sheets are incomprehensible due to auto-unwrap and packing. There is a lot more material out there that looks more hand-tweaked and organized, but it's also frequently several years old. I have seen only one rather advanced, current gen tutorial where his unwrap seemed to have been automatic, and he just navigated the mess when working by hand in photoshop, for example. but when using a 3d painting program like mudbox for texturing, is it okay to skip the more painful parts of unwrapping and just use the auto unwrap? Obviously it will physically work, but the textures will be an unholy mess to look at for complicated objects. I've seen countless tutorials on how to unwrap, and I'm not having trouble with that specifically. Hey everybody, I'm back with a question regarding UV unwrapping in certain situations.
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