Saturday, March 28, 2020

FMP - Week 12 - Part 3

Update on texturing process: trying to work more with roughness levels to add interest. 


Something I struggle with in texturing is that it is not a 2D plane like with digital art. Within the realms of digital illustration, you have values, colour, contrast, many different topics to explore to make a painting pop, but all of them fundamentally two dimentional. 

With character models, however, the character can move within a 3D space, it can be rotated any which way the viewer likes, and more importantly, you as the artist are no longer in charge of the given light source for this model. Therefore you need to think about how lights would reflect off surfaces like metal, leather, skin and seashells in different ways so that no matter what lighting the character is in, it looks believable. 

This concept is all well and good in theory, but implimenting it in practice can be quite tricky, and the advice I'm trying to work from is to work in passes and always pay attention to the different view ports so that I can actually see the roughness levels on the surface of my character. 

But that aside, here is where I am at with my character so far: 



It's certainly nowhere near finished yet and there is still a lot to do, but I am liking the textures that are slowly building on his skin, and I really love the colour gradient of his claw, and then from his claw to his arm, I think it adds interest and it definitely looks like the focal point for my character. 

Moving on from this I'm just going to be adding more depth and detial, maybe changing the type of fabric for some of the cloth pieces to add some variation here and there! 

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