This blog will cover my W.I.P. of: graphic design, 3D, digital coloring, character design, and animatics just to name a few. These are methods that I’ve learned, picked up or stumbled upon throughout my career. They are, by no means, the only way of achieving these results.

Saturday, April 18, 2009

Robo Cop 6



Here is Robo's gun. At first, I started painting the entire model texture, then later started focusing more on just the gun so I could get a WIP update sooner. I still need to go back and finesse the paint job a little more. Some of the detail gets lost and highlights just look muddy when I size the map down from 4096 x 4096 to 1024x1024. All and all, I think it cam out pretty good. I hope Robo comes out as good.

Wednesday, April 1, 2009

Robo Cop 5


Finished laying all the flat colors down, This helps me with making easy selections and deciphering one piece from another. The base color is bound to change. I could have chosen any color, which may be a good idea if you'd want to color code for easier identifying pieces (i.e. upper torso - green, legs - red, gun - blue. or what ever.)

Well, I need to go finish getting ready for a trip. I'll be back in a week. Then, I'll get back to texturing.

Robo Cop 4


Finally, I got around to completing Robo's UVW layout. From reading about normal mapping, they say your not supposed to lay flipped UVWs on top one another. Doing so would cause undesirable looking results. So, I had to cram. Granted, there are some areas of the model that shouldn't be effected (under areas of his armor, eyeballs, bottom of feet, and so on.). So I did lay those on top one another.

Final poly(tri) count 9984. I added a few more details to armor and his gun. Now, onto texturing.