I'd like to take the opportunity to share some of the characters that I've modeled and textured for the game. You can check out my ArtStation page for wireframes and additional images: https://www.artstation.com/wendydeboer
Lovely stuff Wendy! Like a de-grimed Quake 3, in a good way. Chunky character silhouettes, great material definition... Any chance you'd share any workflow information on this?
@Michael Knubben : I didn't do a full write-up yet. However, I did write an article on how I upgraded Leto's texture from the 2012 installment of the game. I'll see if I can get image approvals for any step-by-steps.
This step-by-step is great! Very informative and the characters all turned out really well. What do you mean by replacing the masks with gradient maps? I haven't done much handpainted stuff yet.
I start out in 3D-Coat. For each color area, I make a new layer. I paint in a solid color, and set it to multiply. For example, for the skin I would select a beige color, and paint it only on areas of exposed skin. After I have painted in all colors on separate layers, I export the file as a PSD into Photoshop.
Then, one by one, I will select the layer transparency of each color layer, and create a gradient map layer using the selection as its mask. The gradient map tool allows you to recolor an area with not just a single color but a color ramp. You can pick different colors for the highlights, midtones and shadows individually, and you can create as many inbetween colors as you like.
So let's say I wanted to replace the color mask for the yellow areas of his bodywarmer with a gradient map. First, I would select the layer transparency of my yellow multiply layer. Then, I hide the yellow layer. After that, I will create a new gradient map with the selection still active; this gives you a gradient map with the same mask as the original yellow layer. Then, as I edit the gradient map, I will pick a yellow color for the highlights and midtones, and a more orange color for the shadows. I select a very dark warm brown for the deepest shadows.
If you edit your gradient map right, it will give you a much more appealing shadow color than what you would get from a multiply layer.
To get the new colors back into 3D-Coat, unfortunately, you will have to flatten your gradient map layers, because 3D-Coat doesn't support gradient maps. I make sure to keep a copy of my PSD where I still have my gradient maps intact.
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