If you are doing this for self promotion then a full face mask isnt really a good idea. If you want this for your portfolio then you would have to show some shots without the mask. A good compromise is a model with an open face setup.
Here is the first design for our first enemy. Our plan is that the boss fight will be partially fought in the dark. The mask will be casting light. So there will be a light mechanic. The only source of light will be the boss who will be casting light from his mask.
This filter has been replaced by a built-in feature: Right click on a layer and choose Create Mask with color selection. You can also apply the selection when you have a mask selected, through the effect icon (Color Selection).
Thanks woog! My sketching workflow is super simple... just standard brush and masking for things like that. Pop it out with standard brush, then mask off the top or bottom layer and drag with the move tool fold the shapes over eachother.
This reminded me of a post in Gurney's blog about gamut masking, and how you can make the same grey tone look blue and yellow in different settings: http://gurneyjourney.blogspot.com.br/2011/09/part-3-gamut-masking-method.html
Thanks for the valuable feedback! You're right, the design lacks focus, it's not clear what kind of world this character lives in or what they do. I chose never to revisit this character(due to burnout) but I will absolutely use this feedback on my next project, so thank you. Some very good points about the face as well. I…
Whew okay, I think you might need to take a step back and really work on texturing. I'm what I would consider an "advanced beginner" too, and if this were my model, there are several things I'd revisit for the White Wolf character: 1. Mirroring is very obvious, especially on the back of the fur vest. Can you find a way to…
Update, 1st pass of diffuse using those bases and dirts (and the mat id map as 'selector' to change colors, contrast , alpha etc. to adapt each dirt to different materials ) At least this part of the workflow (which is pretty much standard ) went smooth and didn't give me much to think as other steps :) I mean there are…
Doesn't have all that much to do with whether a texture is tiling or unique. Textures are just images. For a long long time Photoshop was the best available image editor for our needs. Besides painting directly onto an image or manipulaitng photos into a texture it allows you to do a lot of automation by clever use of…
Hello :) I'm facing a problem during the creation of my ward (the first thing i do for Dota2). I create textures files like it is explained in Valve's requirements (xxx_color (24 bits (or 32 with opacity), xxx_normal (24bits), xxx_mask1 and xxx_mask2 (32bits, and checked for alpha not fully black), all in .tga and in the…