Character Texturing & Rendering
Imaging II - Brandon Dearlove : 100487303
Base Mesh Renders - Coloured Lamberts
I had previously put basic shaders to block out the shader groups for use in Substance later. Hopefully that is alright; I feel like it gives the model more appeal than just a default lambert.
Maverick Turnaround 02
Texture Samples
Weathered Leather
This will cover the majority of the jacket. I want it to look weathered so that it contrasts well with the elbow patches.
Flat Leather Patches
This will be the elbow patches on the jacket. I like the lighter look so I may end up using this for the whole jacket if the other leather texture has too much detail.
Dark Denim
Gotta have them blue jeans.
Shoe Tread
You won't see this much, but basic treads for the bottom of the shoe. Majority of the shoe will be white canvas, basically a desaturated version of the dark denim texture.
Dirty Brown Hair
Going to be tricky to get to work with my UV's, so I'll redo this one in photoshop. I want it to be basic because too much detail won't match with how low rez the model is.
Smooth Skin
For the same reason as the hair, I don't want too many dimples because the normals will look too detailed and take away from the facial features.
Lighting Styles
Basic Studio Lighting
Little to no fill light, strong back lighting and a soft key light will work for a basic studio-type turnaround if all else fails.
Sean Connery Lighting
Very dramatic, highlights the face and the details on the front of the character (the jacket will have zippers and pockets all done on the normal map).
Heavy Rim Light
I'm fond of heavy rim lighting. Looks nice and cinematic, the only problem is considering how low poly the the model is the shadows might be too harsh.
Colour Palette
Final Render
Maverick 44 0001
Reflection
So for this project I decided to not use Substance Painter and opted for a new software suite called Quixel. This software is a lot like Substance in that you can paint right onto the mesh, except this suite came with over 600 smart materials so I wanted to put them to good use. It is essentially a plug-in for Photoshop, and creating complex normal maps is quite simple in it. The only down-side was there was quite a learning curve to this software and borrowing some concepts I understood from substance painter I arrived at the textures you see in my final render. They aren't as complex as I initially desired but the normals came out nicely so I got some basic detail in the leather jacket and the jeans.
My main issue (similar to substance) was getting the quality I got in Quixel's rendering studio to translate to what I saw in Maya, which was vastly different. It took quite a bit of tweaking and I finally settled on using a blinn and plugging my maps into that, and rendering with a simple three-point light setup in mentalRay. If I were to do the rendering again I would spend more time on the fine details like pockets and zippers, and not fuss so much with the lighting as I did because I think I over-exposed the model in the final render (Gamma is set too high).
Thanks for a very informative and well-taught semester Edin, I definitely learned a lot about texturing and rendering!
My main issue (similar to substance) was getting the quality I got in Quixel's rendering studio to translate to what I saw in Maya, which was vastly different. It took quite a bit of tweaking and I finally settled on using a blinn and plugging my maps into that, and rendering with a simple three-point light setup in mentalRay. If I were to do the rendering again I would spend more time on the fine details like pockets and zippers, and not fuss so much with the lighting as I did because I think I over-exposed the model in the final render (Gamma is set too high).
Thanks for a very informative and well-taught semester Edin, I definitely learned a lot about texturing and rendering!