Using a 'weathered' leather texture with a grungy texture applied on top. I was fairly pleased with this earlier, but looking at it now, It could be heavily improved. I wanted to erase the dripping paint look, and the leather itself is too prominent.
Wednesday, 20 January 2010
A finalised Photoshop texture for Jed's trousers:
And now for the results when applied to the model in Maya:
Sunday, 17 January 2010
Squ's texture is now also completed. This is essentially identical to Splay's texture, with slight variation in paint marks and the scale:
Texture applied to model:
Thursday, 14 January 2010
Painting textures takes a long time, especially when you want to get it right. Thankfully, there isn't a massive amount of texturing to do for SPLAY, so more time can be devoted to detail. I've painted a series of textures this week in Photoshop. Starting with the Boids, then moving onto Splay. Spencer Haynes had UV'd the characters, so that was one less thing to worry about.
Following on from Phil's texture concept, I have incorporated the pin-striping on the back and sides, using an old texture I made in a project last year (its always handy to keep a library of old stuff). Blending the white into the dark areas was the trickest part, but the results have been rewarding.
Texture applied to model
Friday, 8 January 2010
My main task for Polished Off this week has been to complete the hospital room in Maya. This is my progress so far:
Wednesday, 6 January 2010
My first task this term was to build a 3D version of the Polished Off hospital room in Maya.
Here's what I've done so far: Work which needs to be done: more pipework with bolts and brackets, a completed door, hinges and frame, and a ceiling.
The film almost reminded me of 'The Borrowers' - tiny people in a large distorted world. The characters in 9 have their own world, using contraptions made of small bits and bobs to act as transportation, or weapons, or shelter. I always find that fascinating.
You never question the fantasy of the story and why some elements aren't fully explained (such as how did they make these contraptions in the first place?) in a way the filmmaker is letting you make the connections all by yourself. I think thats something to take note of for our own projects. No, we can't leave anything for chance, but the audience are also intelligent enough to join the dots when parts of the story aren't fleshed out in extreme detail, and most of time its irrelevant anyway.
The weaved textures of the main characters were particularly impressive.