Saturday, 20 March 2010

taxing texturing




Been messing around with textures today, heres a screenie of the flats on the model. they lined up pretty good from Spence's UVs I just needed to be careful around the ear and belt but the geometry there was a bit messy so that was my bad anyway.

So yeah basically I can get blinns on the gloves and shades which give them a little shine but I have not tried to apply the fast skin to the face/neck yet, hopefully that will make him look a lot better.

The problem at the moment is with the flats. I know you guys wanted block colour sort of stuff like Team Fortress. But I found a little PDF which I think Sam discovered a while back which sort of runs through how they got that style. And I really don't think it's gonna be possible to replicate that because I think a lot of the shaders they use are unique to their engine. I could be wrong but it mentions a tonne of shaders that arn't on maya and a bunch of algebra.

So if anyone understands it here is the link to the PDF, have a quick lookie and if you get it then I would be happy to give it a try.

http://www.valvesoftware.com/publications/2007/NPAR07_IllustrativeRenderingInTeamFortress2.pdf
I messed around with some fabric textures on the suit as well but it looked really jarring, as far as I can see most of the legwork is going to be involving the shaders.

Input here would be welcome, where do you guys want to go from here? Are there any particular looks your going for on certain parts of the model? (e.g. drawn on seems on suit) Let me know and I will just faff about with stuff until it works.

No rush, just get back to me by tomorrow since I'm tired of looking at this screen for now.

3 comments:

  1. Not entirely sure as it stands. Well done for getting that far though. Shall have to keep playing around until we find a style we like.
    are you making PSD networks or are you just importing a saved jpg etc each time?
    Are we bumping on any materials - eg leather for the globes... obviously any thing we do would be subtle and nothing major mind you but its worth a thought considering we get some close ups of the hands.

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  2. Apologising now for typos since it's 1 in the morning and I'm a little lubricated. Thought I'd check back before I turn in.

    This screenshot is literally the flats I havn't bumped anything, I have just been using a UV snapshot, not networks.

    As I mentioned earlier I'm gonna pretty much spend tomorrow just researching some shit to find some interesting techniques to make flat colours look a little more interesting. I'll update once I find something with pazaaz.

    Just wanted to see if there were preferences for how to texture and to let you guys know I've started to wade into the vast untamed wilderness of texturing.

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  3. lol ok cool.... well I duno what Sam is guna say.... but I trust u guys - you two are very 2D texture ppl (i can sense it) and Spencer obviously as well. Not really my speciality ... get Sam posting on the blog! lol

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