This
combined with improved texturing techniques resulted in really quite successful
textures. Whilst texturing I made shore to keep all the different details on
different layers. This way for example after applying the mud to the albedo, I
could then grab the layer with only the mud on it and create a height map (which
would be fed into crazy bump) from it so that all the mud would actually protrude
from the surface. This black and white information for just the mud could then
be altered and added to the Roughness.
The general finale mesh as it sits right now fully textured
over all is still in my opinion really quite appalling. No matter how well I
had textured the model it was never going to save the coat.
Design wise I actually do really like these two characters
and their dichotomy.
Big, scary, invulnerable, powerful, imposing alien.
Venerable, relatable, little girl.
If I was to do this project again, I would stick with my
first designs. That way I would have had an extra week to truly create
something amazing. Those characters showed off a greater ability to design and
they were more interesting when you were only viewing one of them. They were
also more dynamic. They were more interesting and had more points of interest.
If I had done what I wanted to with this project, I would
have a portfolio quality piece right now. Also I would have a portfolio piece relating
to character design and modelling and texturing, which I currently do not have
a single example of. Also now if I want to create a piece that demonstrated
this I will have to do it in my own time as we do not have another character project
this year.
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