Hi guys, I've been experimenting with my texturing lately and have always been curious about traditionally painting my UV maps. I had a free day and decided to get down to it, and here it is!
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In order to achieve this I could have printed off the UVs but I ran had out of printer ink, so instead I tediously traced the UV map onto some cartridge paper. I painted the map using watercolours and finished it off with some pen work to define the details. Afterwards I scanned in my illustration and then moved it around in Photoshop to fit the map a bit better.
Before I attempted this process I always had the idea that maybe one day I could make a game consisting of just watercolour textures. After attempting this process I decided I was no longer fond of that idea, mainly due to the fact the average human life span is only around 80 years..
Regardless of how time consuming this process would be per asset I had a lot of fun and I'm really happy with the outcome. I plan to take my next watercolour project a little farther with a low poly watercolour tribute to the ghostbusters car
Btw if you'd like to see more varied work you can follow me on twitter
https://twitter.com/vandam1989
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Also printing may also be problem due to the fact that the UV lines will appear beneath the watercolours as they are very light. I'm probably going to print them out at a very low opacity and see how I get on.
As for the colours I get'cha that's what I plan to improve on with the Ghostbuster's vehicle.
All I can say is keep it up. If you want more ideas, look at wikipedia's page for watercolor. Maybe even make a complete scene or diorama with scanned in colors.
I'd definitely want to see someone else take this idea further.
I do a webcomic where I do all of my penciling digitally and then print the pencils in pale cyan directly onto watercolor paper, for finishing in watercolor, and I've been meaning to try something similar with 3d texturing, printing the UV's directly onto the watercolor paper.
When I was still working out the digital-to-watercolor workflow I experimented with a bunch of different approaches, including lightboxing the sketch onto heavier-weight watercolor paper, but for the sake of speed I settled on printing on 80# paper, which can be fed through a printer without much difficulty. I created a photoshop action that will take the grayscale sketch and drop out all the channels except for cyan, which it adjusts the levels on and then drops to 25%. Once it's been inked and painted over, the printed cyan pencils are no longer visible.
Anyway I took some photos last year of the inking and stretching process I use and they might be useful to you:
I was going to attempt a light box but I can't really see it working with watercolours, the only light box I have is a slanted one so the paints will drip, plus I fasten my paper to a board as done above in order to stop the cockling effect.
I'll most likely colour my UV's closet to the colour I'm painting and lower the opacity, for example if it's grass I'll use a green tint to the UV lines.
I'd suggest drawing the watercolour and then modelling to match the watercolour rather than drawing the watercolour to match the model's UVs
or you could do like vertex painting, where you create a grid of watercolor gradients and map your Uv's to the gradients.
but yeah, please keep making these, its beautiful.
Not sure how I'd do my pen work, but for the base colours this is good idea. I kind of have this weird feeling though that tells me if it's not entirely traditional it's cheating :P
Look awesome! Love his design, I'm going to try that method today of tracing the UV map onto some cartridge paper and see how I get on.
I'll update later tonight!
Beautiful !;)