I want to share with you guys, few of my texture and shading works in Castlevania: Lords of Shadow 2
All screenshots were captured from Mercurysteam Engine.
Amazing work Rodri!!! For me was a pleasure work together ( with Kratos too, of course xD).
I would like to say as well this guy is the most professional and precise i've working in years.
Again amazing work dude, i wish you the best!:thumbup:
BTW i love the work you did with my sculplighting character :poly124:
Those textures are amazing ! They lift the models to a whole new level.
Would you be willing to share some of your techniques ?
Your use of colour for those skintones is amazing and I'm really amazed at the sharpness of your details.
How do you keep em so sharp and such small texture sizes. Do you work higher and use some kind of sharpening on down-sampling ?
_Kratos_: Always it´s a pleasure work together. We had epic moments in LOS 2 :poly142: You are the best, Man!
danitchu: Maybe, I try to add a piece of my heart in every texture that I make, but this is possble because I have the best modellers around me. I really enjoyed working in sculplighting, for me was a pleasure You are the best, Man!
JamesTKirk: The final pass are the debug normalmap. We have two ways to check the normalmap. The second pass, a grey texture in all model + normal and the final pass, debug normalmap.
Arno: When I make a skin head texture I try to makeup the model too. Add some colors to add a personality to the character. It´s like in real world, the models are pretty but everyone have makeup.
To keep the sharpen in my texture I usually try to don´t work the image too. If I used the Puppet Warp I really used very carefully but I only used this kind of tools in details. In big zones first I make a concept with the image (rotate, scale.. rotate again, scale again...) I don´t care the quality at this moment, then when I happy with the result, I take the same image and I try to make the same result in few movements. Finally I usually add a little smart sharpen.
Other way to keep a sharpen images is... when I scale down a image with little details I usually make a few scale pass with a little smart sharpen in all scale pass. In the next image if you make a zoom you can see that the A keep more details than the B. In A image I made three scale pass but in B I made only one scale pass 100% to 12,5% When you make this strong scale pass you lost details.
You just blew my mind with that down sampling technique ! The difference between the two is quite clear.
Could you go a bit more in detail about your process of applying makeup to the models are point me to some good recources for learning this ? At the moment Im using straight up photo projections as my face textures and then clean them up later. I feel adding a make-up pass would really add a lot to my work aswell. Looking at your breakdown images your Alucard is a really good example of this.
Arno: This method to scale down images is very used for photographers.
About the process of applying makeup to the models... I only make the head texture, then I get some references to inspired me and add some natural colors to the skin. When I made the Alucard texture I get some references about gothic people for the eyes and I was very carefully with the specular and gloss in dark areas.
Anninsunderland: I can´t wating to show your lastest works in Polycount. Everyboy will become crazy. Jagermeister: In few days I´ll try to make a little tutorial for you guy.
Everything from the breakdown video to the still images are just incredible. I loved all the trailers leading up to this game. It's great to see there was a thread made.
Replies
Awesome idea posting the stuff here!
And he's looking for job ladies
You really helped bringing to life these deadly characters
What is the final pass on models in video breakdown? Is it worldspace normals? What for?
Amazing work Rodri!!! For me was a pleasure work together ( with Kratos too, of course xD).
I would like to say as well this guy is the most professional and precise i've working in years.
Again amazing work dude, i wish you the best!:thumbup:
BTW i love the work you did with my sculplighting character :poly124:
Those textures are amazing ! They lift the models to a whole new level.
Would you be willing to share some of your techniques ?
Your use of colour for those skintones is amazing and I'm really amazed at the sharpness of your details.
How do you keep em so sharp and such small texture sizes. Do you work higher and use some kind of sharpening on down-sampling ?
Cheers.
Arno
_Kratos_: Always it´s a pleasure work together. We had epic moments in LOS 2 :poly142: You are the best, Man!
danitchu: Maybe, I try to add a piece of my heart in every texture that I make, but this is possble because I have the best modellers around me. I really enjoyed working in sculplighting, for me was a pleasure You are the best, Man!
JamesTKirk: The final pass are the debug normalmap. We have two ways to check the normalmap. The second pass, a grey texture in all model + normal and the final pass, debug normalmap.
Arno: When I make a skin head texture I try to makeup the model too. Add some colors to add a personality to the character. It´s like in real world, the models are pretty but everyone have makeup.
To keep the sharpen in my texture I usually try to don´t work the image too. If I used the Puppet Warp I really used very carefully but I only used this kind of tools in details. In big zones first I make a concept with the image (rotate, scale.. rotate again, scale again...) I don´t care the quality at this moment, then when I happy with the result, I take the same image and I try to make the same result in few movements. Finally I usually add a little smart sharpen.
Other way to keep a sharpen images is... when I scale down a image with little details I usually make a few scale pass with a little smart sharpen in all scale pass. In the next image if you make a zoom you can see that the A keep more details than the B. In A image I made three scale pass but in B I made only one scale pass 100% to 12,5% When you make this strong scale pass you lost details.
Thanks for everything, guys.
You just blew my mind with that down sampling technique ! The difference between the two is quite clear.
Could you go a bit more in detail about your process of applying makeup to the models are point me to some good recources for learning this ? At the moment Im using straight up photo projections as my face textures and then clean them up later. I feel adding a make-up pass would really add a lot to my work aswell. Looking at your breakdown images your Alucard is a really good example of this.
Cheers,
Arno
Arno: This method to scale down images is very used for photographers.
About the process of applying makeup to the models... I only make the head texture, then I get some references to inspired me and add some natural colors to the skin. When I made the Alucard texture I get some references about gothic people for the eyes and I was very carefully with the specular and gloss in dark areas.
I love the tentacle "lady" and Alucard the most.
It's allways a pleasure to work with you.
Amazing stuff man! Could you please explain how do you achieve such a realistic metal? looks really really nice!!
Anninsunderland: I can´t wating to show your lastest works in Polycount. Everyboy will become crazy.
Jagermeister: In few days I´ll try to make a little tutorial for you guy.
Thanks for everything!