Heya. Been lurking here for a long long time, never posted any of my own work.
I've been modelling for about four years now since I was fairly young, but my main problem is that while my modelling has come a long long way, my knowledge of texturing remains fairly basic.
To provide an example, here's a small example of some of my texturing (failed blizz contest entry
#1000000!):
http://img85.imageshack.us/img85/7451/be17ca6.jpg
In my four years of modelling I haven't got a single finished piece to show, just a bunch of meshes basically. A lot of this comes down to dedication I suppose, but part of it often stems from me saying "this is crap, I hate texturing, look at that dude's work". I've noticed an increasing level of skill in the texturing and normal mapping areas since then, and I figured I'd need to improve a lot if I ever plan on pursuing this as a career (which I would very much like to do).
So here's the model, I know it's cliche, but I'm a huge Warhammer nut (like everyone else in the planet!) but whatever, it's practice.
Before I begin, would it be slightly more beneficial for me to create a higher poly model with some easier-to-texture surfaces before I begin? I have also noticed higher polycounts in things these days, obviously.
Replies
Don't really get what you mean with this:
would it be slightly more beneficial for me to create a higher poly model with some easier-to-texture surfaces before I begin?
can you explain?
That wasnt a very wise move on my part, i'm just starting to get *decent* results now. So dont be afraid to practice, there's an SDK thread in here with models ready to texture, you should have a go at them (and me too i guess! XD).
I think you should start with "regular" low poly models before attempting to texture normal mapped...if i understand your question correctly.
Waiting for diffuse texture!
I've done some texturing in the past, but it usually ends up desaturated and blurry, which I tend to see an awful lot unfortunately.
And yeah, the bind pose is funny but I guess I can always change them and modify the mesh so that it's not built with that pose in mind.
Love the way the cape flows
Btw forgot to say the model is cool. My only real crit would be the cylinder that forms the boot. I would give give it 1-2 more loops and work some shape into it.
Happy texturing
It is really not that hard to get decent looking results but it helps a lot if you know what you are going to do (workflow-wise) before you start
this is what I do
-bake lighting (If I am just working with a low, I may slooth some things out or add details using the existing shadow tones to do fake painted geo)
-get some texture photos (lots of good sites listed in the ref thread in the archive section of this forum). put a different texture overlay for each material using multiply over your baked lighting
-pick out details using black and white as an overlay
These are basic things pretty much anyone can do to get an okay result.
Do you own a tablet?
looking forward to an update. The model is cool.
Thanks again.