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Coming on late on this project I had the opportunity to model and texture some NPC enemies for the game.
With restricted Poly (I had 600 for head) and texture (256x256) budgets I had to push in as much detail as possible into limited space.
Images are “print screens” from Maya viewport with “no lighting”, textures hand painted in Photoshop 7.
Asymmetrical detail was achieved by working on such details on a per face basis towards the ends of texturing. This helped out as more resolution could be spent on entire face (as opposed to giving both sides of face completed texture space for maybe one or two minor markings on face)
Rather than go for the usual “tough guy” faces you see all to often in games I tried to add a little more character to each face and try something new each time..
With restricted Poly (I had 600 for head) and texture (256x256) budgets I had to push in as much detail as possible into limited space.
Images are “print screens” from Maya viewport with “no lighting”, textures hand painted in Photoshop 7.
Asymmetrical detail was achieved by working on such details on a per face basis towards the ends of texturing. This helped out as more resolution could be spent on entire face (as opposed to giving both sides of face completed texture space for maybe one or two minor markings on face)
Rather than go for the usual “tough guy” faces you see all to often in games I tried to add a little more character to each face and try something new each time..
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