Hey Chaos,
your worm reminds me Dungeon Master times, where those couple of hideous worms ran at you and used to poison your characters with their I-got-the-worst-beer-in-my-life burp. Are you going to make it purple or golden? And more important, will it leave some worm rounds if chopped down?
nice, seems to be a bit more stretching going on with the body this time though. You might want to play with the relax operations in the uvw editor. Also, I can tell that the scale on your teeth is larger than the body of your worm (because the boxes are smaller on the teeth, meaning they have more resolution atm). This isn't necessarilly a bad thing, you just have to decide how much resolution you want for different parts. Also, there is plenty of room on your uvw square. scale the uvs up and squeeze them in there better.
[edit] oh and break the uv island up where you just have two verts connected. This won't help make less seams having it welded like that, and if you break it up, you can fit your uvs in there much better.
Dont worry about the boxes not lining up on the seam, that's why its a seam, and simply what happens (one edge in a different location on the uvw map than the other). Its inevitable, and why you want to try and hide the seam areas.
Also, Don't forget to break the tooth into two peices.
I feel cheated because I think it looks pretty good with only the diffuse : P
For specular : I put my color map on grayscale and use the dodge tool for lighter places?
My mate nearly had a heart attack because he thot it was really good. -.-
I guess my style of painting is a bit weird and isnt the right way? I mean, come on. Its my first? is it decent?
youve got lke 5 diferent colour schemes ona creature which shouldnt have that many... i know its infected but like maybe you could add some infected areas or more than just "LOL LUTS OF BLOOD AT FRONT MENZ affected"... maybe you could add something like this going on
- Black hides the form and makes it hard to see details.
- White washes color out and you get kind of a snow blindness effect. Pay attention to the brown color in the jacket. The only thing that changes is the background color, but in the gray version you can tell its brown. When it switches to white it gets washed out and you ignore it.
- Use gray ( R128 G128 B128 ) its as neutral as it gets and allows us to see the forms and not suffer from wash out. You can change the background color by going to Rendering > Environment... > Common Parameters > Background > Color:
As for the texture, its really busy and it looks like you went a bit crazy with the dodge/burn tool. As a result it looks like there is a bunch of shadows and highlights painted into the diffuse and none of them really seem to make much sense. They are fighting with the scene lighting and it makes things hard to "read". I suggest starting over and blocking in large areas of color. Try not to paint in lighting info at first, just work on the color shapes and block it all in.
Well, your asking pretty much how to paint. Really, all you want to do is choose different colors and work them in using blending layers and such. Walrus from GA has a great tutorial on his painting workflow. Here: http://www.michaeldashow.com/tips_texturepainting.html
Replies
your worm reminds me Dungeon Master times, where those couple of hideous worms ran at you and used to poison your characters with their I-got-the-worst-beer-in-my-life burp. Are you going to make it purple or golden? And more important, will it leave some worm rounds if chopped down?
[edit] oh and break the uv island up where you just have two verts connected. This won't help make less seams having it welded like that, and if you break it up, you can fit your uvs in there much better.
Also, Don't forget to break the tooth into two peices.
My first real texture map. Only done the diffuse.
I feel cheated because I think it looks pretty good with only the diffuse : P
For specular : I put my color map on grayscale and use the dodge tool for lighter places?
My mate nearly had a heart attack because he thot it was really good. -.-
I guess my style of painting is a bit weird and isnt the right way? I mean, come on. Its my first? is it decent?
I think you're making good progress on unwrapping. Now you're getting into a whole new ballgame with textures GOOD LUCK!
- Black hides the form and makes it hard to see details.
- White washes color out and you get kind of a snow blindness effect. Pay attention to the brown color in the jacket. The only thing that changes is the background color, but in the gray version you can tell its brown. When it switches to white it gets washed out and you ignore it.
- Use gray ( R128 G128 B128 ) its as neutral as it gets and allows us to see the forms and not suffer from wash out. You can change the background color by going to Rendering > Environment... > Common Parameters > Background > Color:
As for the texture, its really busy and it looks like you went a bit crazy with the dodge/burn tool. As a result it looks like there is a bunch of shadows and highlights painted into the diffuse and none of them really seem to make much sense. They are fighting with the scene lighting and it makes things hard to "read". I suggest starting over and blocking in large areas of color. Try not to paint in lighting info at first, just work on the color shapes and block it all in.