Wednesday, 29 April 2015

Entry 20: Puppet Master and NPC Texturing

After creating the high poly normal map models in Mudbox, I moved back to character texturing with the Puppet Master. 

For practice, I decided to start off by texturing the Hat, since it was the simplest part of the model. The style for this was heavily hand painting focused, with a selection of colours usually between 5-7 of its colour value. I eventually settled on a spiral focused flesh like texture, as I wanted to give the hat its own character, as if it could be alive, especially with the inclusion of the teeth and spiral eyes. Not the small colour dots were the colour picking to keep up consistency in the texturing. 



Once this was done, I moved on the the Puppet Masters face. To give him a spooky ethereal feel, I added in glowing patches to the eyes and mouth, and also added a little basic texturing to the shirt neck line. For the body and the rest of the texturing, I generally made use of the AO Bakes to add shading to the Puppet Master, along similar lines to the Robot Puppet. Again, the same pipeline of testing between Max, Marmoset and Photoshop was used. 




For the Parent NPC's, due to the deadline being so close, were given basic diffuses and specular 
maps, as well as the items they wielded. Below shows the texture map for each model

Dad Textures



Dad Torch and Mug


Mum Textures



Mum Rolling Pin and Mug




With the texturing done, the maps were added to the charter and object models in the Unity Engine. The programmers worked on and applied the shader effect to the characters, which can be seen below from a screenshot provided by the programmers.



At this point my work for the project was pretty much finished. The final blog post will focus on showing in game screenshots from the project of my models. 

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