Monday 31 March 2014

Texturing and ready to mess to the rig




After creating my expressions for bender, the next task was to get bender into his textured form, using editable poly ID to section out certain parts of the head, like the mouth and eye mask, the ids were used to help texture the head with the material editors Multi- sub object material option

The eye mask uses a standard black texture, the mouth was created in Photoshop, using black lines and using benders mouth colour, but to finish the mouth a UVP had to be used from the modifier panel to align and position the mouth texture.

With the eye mask texture, in place the black eyebrow pieces are now hidden in the same colour to give the impression of a facial expression.




An example screen shot above is showing a set of eyebrows key framed to show how it is making bender look like he is getting angry.





Using ids and the material editors multi-sub object option i  give bender the correct textures on the arms and legs that i constructed in Photoshop.


This screen shot above shows the finished textured bender model, the body was the only mesh piece not to use an id, the door on the front of the body is part of the texture, using tiling in the material editor to position the texture correctly.


The last thing for the bender model heads they received the eye pupil texture that i made in Photoshop and then placed on the eye cylinders.


This model has the same as bender, but the devil robot has his own textures that were created in Photoshop and using ids in the editable poly modifier and the material editor multi-sub object option, the devil robots legs and arms received the matching colour scheme of the programs counterpart.which i think i matched very well.




No comments:

Post a Comment