i'll start with a setting and then see if time allows for actual zombies...
place - underground wine cellar. Our team of heroes are hole'd up against the booze-zombies of the apocalypse. They're full of brains, now they're thirsty... and won't stop to sniff the cork.
'send... more... shiraz...'
Replies
winerack
barricade
and some wine barrels
only thing im not feeling is the winerack IMO, it lacks depth. Add more terrorrrrrr into the environment too!
Everything looks awesome looking forward to updates!
think i'll try to squeeze a survivor in now before the deadline.
the fog/haze is due to it being a basement cellar so there's lots of moisture in the air, so i added it with alpha planes. I agree with the idea of taking one of the lights out though, its too bright still and would be a lot more ominious if it was darker.
more updates coming.
maybe a little huge in the chest still:) will take a 2nd pass at it tomorrow.
(glass, purse, and beads are 3x64's)
I'm just getting into texturing and your texture on "The Connasieur" is bending my head in a good way. I was trying to figure it out.
The trim on the bottom of the dress is used on the neck border , split above the breasts and flipped ?
The shoes are a mystery to me with the black edge and the little buckle highlights.
Eyes are mirrored and nails I can see in the flesh part of the map.
Is the necklace a second UV set or extra geom with an alpha and then tiled ?
Would it be possible to see the wires for the UV's on top of your texture or the texture borders and cuts on your model.
Whats the rough workflow you use to achieve this type of layout ? Do you paint and then tweak the UV shells to fit the painting ? Your method seems so efficient and crisp for such a small texture size.
Fantastic work so far and good luck in the comp
for the unwrap on the lady Wheel its not too complex.
The style of the textures leaves a lot of flat areas of colour so you are free to line up uv's in really wierd ways without seams showing.
To fake the cel shaded/stroked look each colour region in the texture is bordered with a thin black line.
Then all the faces that border a surface material are mapped to that. (the edge of the arm for example)
Doing it this way means that you can't have a change of material in the middle of a polygon, it has to be along an edge.
to map the arm i selected the border polygons and used a uvw map face map...
then added a unwrap uvw on top and adjust the opposite verts to adjust the width of the stroke.
the rest of the uv's of the arm are shrunk down small and stuck somewhere inside the colour area.
If you have a detail like a wrinkly elbow squiggle or something like that, you'd map that one polygon to that portion of the texture.
here's the uv's and a shot of the seams...
as far as making the texture its just a matter of figuring out what detail you want to include and then painting it. mapping is done after that with small adjustments to the texture to resolve any tricky areas.
the necklace, bracelets, purse and wine glass are seperate objects that use their own 64's.
hope this helps
UV Mapping was starting to feel like a "dark art" and this is so far outside the box (not 0,1) I was in, it's just what I needed.
Inspirational, invigorating I feel ready to wrangle some UV's. It really helps.
I'm flipped on my head and grinning , thanks again.