I was able to get the hair cards in and UV'd. Pretty stoked about them. I always have a blast at doing hair. It was something that I was always scared of but once I got a process down for it, it became one of the funnest parts about doing characters. I can't wait to see what you guys think about my hair techniques.
The only geo that is not present is his teeth and tongue, other than that I'm sitting at 18204 tri count. I pretty pumped considering all the junk he has. I will most likely be able to keep it under 20K with 2 2K texture maps
Some may think it is a little unorthodox but every hair card is unique and will be uniquely painted. I have found that I can get much more dynamic looking hair that way.
I've always been fascinated by the process of making hair/hair cards, haha. Looks like you have to be really careful how you lay it out, but you seemed to do a great job of it!
I always have trouble with hair planes so I'm looking forward to you sharing your technique, but are those individual uv's for each plane? that seems... excessive? I'm sure you'd be better off with just doing two or three at varying lengths which would give you more detail, a cleaner alpha and more room for other stuff on the map.
Your Totally right about doing fewer cards will = higher rez alpha and more room on my texture. But I have found in the past especially with long hair it always looks like junk when you just doop the same two or three cards over. It works with short hair characters. (at least in my experience) That why I dedicated so much space to it. The hair itself will have an entire 1K of room. With that said if you have some good examples of long hair that looks awesome that uses a few cards I would love to see it. Thanks for the comments.
Looks awesome so far. Looking forward to hearing more about your hair texturing process. Having unique UVs for each hair card doesn't seem the most efficient way of doing things, but I'm sure it's going to look bad ass!
I'm going to give both approaches a shot all uniquely painted cards with les alpha res, and fewer unique hair cards with higher res alpha. Both have plusses and both have minuses. I would like to see which one straight up looks the best. I have 1K texture space budgeted for them so they will both get an even playing field. I've been doing the unique card thing with my characters at work but I have a little more liberties and freedom with texture space than I'm giving myself on this personal project.
I've been getting asked how I created the geo for the hair cards so I put together a little pipeline video showing my process. here is the link
I'm curious to see what the hair will turn out once textured.
For me personally, I always like putting a temporary alpha map on the hair cards while modeling. Otherwise, I find I end up with hair that's less full and shorter than I expected.
So I was able to knock out the skate board. This was a blast. I had always wanted to design my own playing card and skateboard, so I killed two birds with one stone. I attached a gif of my texturing process of the deck, hope you enjoy.
Nice! I like the wear on the board. Cool card design too, goes with the character. But maybe the wheels are a bit too clean to match? Make em' dirty! xD
lol LRoy couldn't find a better duct tape reference?
Great piece- it's been fun watching the process, texturings coming along nicely. That skateboard is super thick..like 8 times thicker than the old Maple decks. Looking forward to the rest.
I like it that you are showing your texture progress. I learn from it and see that the details and color variations can add a lot to the texture. Keep going!
I was wondering, do you always texture your model in stages (step by step)? I guess it helps you focus on the different materials and textures that you need to create for each object of the model.
That shirt looks awesome. The blood faded into the fabric is very believable, and the hue changes in the shadows look great.
One thing slightly off about the skateboard I noticed is the grip tape. even on old worn out grip tape, it still retains a very noisy specularity in the certain spots that the foot doesn't often touch. I also think the paint on the underside of the deck could use a little more glossiness in the area that still has paint remaining on it as well. That is unless you're trying to give the deck a REALLY REALLY old look. Other than the spec, the textures look beautiful.
That face looks sOOOOoooooOO GOOD! I love the cut on his lip, gives a ton of character, and the eyes are very striking! You picked a perfect color for them.
Lewis, this is amazing! Some of your works had great sculpting or great detail, but here everything shines. Nothing drags behind. One of my favorite characters in quite a while. Congrats, man!
Also I don't mind the thick skateboard. I find it a stylish artistic choice.
@ Nerf Bat Ninja- check the front page of the thread.
@ onelunglewis- This guy is badass! You should make that as a real shirt This whole process tutorial is really rad too man. If your even taking ideas, something we do at work is a subtle dark fade up (grime or not) from the feet to help ground the character a tad more, kinda a dirt layer. Kinda the same idea for the skate board, little dirt and wear from the roads.
Replies
The only geo that is not present is his teeth and tongue, other than that I'm sitting at 18204 tri count. I pretty pumped considering all the junk he has. I will most likely be able to keep it under 20K with 2 2K texture maps
Some may think it is a little unorthodox but every hair card is unique and will be uniquely painted. I have found that I can get much more dynamic looking hair that way.
Body and Clothes UV Layout
Accessories and Hair UV Layout
Also, I just saw your gun. LOVE IT
Your Totally right about doing fewer cards will = higher rez alpha and more room on my texture. But I have found in the past especially with long hair it always looks like junk when you just doop the same two or three cards over. It works with short hair characters. (at least in my experience) That why I dedicated so much space to it. The hair itself will have an entire 1K of room. With that said if you have some good examples of long hair that looks awesome that uses a few cards I would love to see it. Thanks for the comments.
Can't fault anything else though, loving watching this thread.
I'm going to give both approaches a shot all uniquely painted cards with les alpha res, and fewer unique hair cards with higher res alpha. Both have plusses and both have minuses. I would like to see which one straight up looks the best. I have 1K texture space budgeted for them so they will both get an even playing field. I've been doing the unique card thing with my characters at work but I have a little more liberties and freedom with texture space than I'm giving myself on this personal project.
I've been getting asked how I created the geo for the hair cards so I put together a little pipeline video showing my process. here is the link
Hair Card Creation Video
thanks!
For me personally, I always like putting a temporary alpha map on the hair cards while modeling. Otherwise, I find I end up with hair that's less full and shorter than I expected.
The thing that stands out to me is the duct tape.The gloss looks about right but I think the diffuse is a bit bright.
Tugsy's Skateboard
Skate Board Design
Deck Textureing Stages
Thanks for sharing your process
Great piece- it's been fun watching the process, texturings coming along nicely. That skateboard is super thick..like 8 times thicker than the old Maple decks. Looking forward to the rest.
Tugsy's Canteen
I was wondering, do you always texture your model in stages (step by step)? I guess it helps you focus on the different materials and textures that you need to create for each object of the model.
One thing slightly off about the skateboard I noticed is the grip tape. even on old worn out grip tape, it still retains a very noisy specularity in the certain spots that the foot doesn't often touch. I also think the paint on the underside of the deck could use a little more glossiness in the area that still has paint remaining on it as well. That is unless you're trying to give the deck a REALLY REALLY old look. Other than the spec, the textures look beautiful.
Some examples to try to illustrate;
Here is a little context for those who haven't seen this yet.
Real Time Hair and Face WIP
Are you going to put some dirt smudges on the kids face?
Also I don't mind the thick skateboard. I find it a stylish artistic choice.
@ onelunglewis- This guy is badass! You should make that as a real shirt This whole process tutorial is really rad too man. If your even taking ideas, something we do at work is a subtle dark fade up (grime or not) from the feet to help ground the character a tad more, kinda a dirt layer. Kinda the same idea for the skate board, little dirt and wear from the roads.