View Full Version : C&Cs: texturing leo [TMNT]
kvernon 08-21-2004, 09:20 PM Hi everyone!!
Well recently I've started texturing the ninja turtle I modeled a while back (but still this year). And well I've worked on the shell upper arms and legs. As you can see the under arms aren't there yet and the feet haven't been done yet as well as the head, but soon I'll have more done.
Right now, I'm working my way though basic shading. At this point in the game I haven't focused on highlights or small texture details yet (well the shell has some details, but more soon).
Anyhow, what's everyone's thoughts on this so far?
http://www.bubba-x.com/dl/tmnt/texture.jpg
Thanks,
Kelly
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LeeSalo
08-21-2004, 09:59 PM
Ok I have to get my two cents now cause I love the turtels. So nice one dude, leo happens to be my favorite turtle. I have to say that the green skin texture is pretty bright. I would try turning the brightness down and then play with hue and the levels to get beter contrast in the green. one other thing is the detail on his inner thigh. the muscle that crosses from the inside to the top of the hip shouldent be there, it dosnt exist. But dude so far I'm loven it. Do more of them and lets see bebop and rocksteady!
Oldbean
08-22-2004, 06:46 PM
Raphael is my favourite, he's a loose cannon :buttrock:
I hope you're going for old skool turtle style, can't beat it.
Apart from what's been said, I think you should add more depth to the shell, it looks really flat at the moment. I also think you should experiment with giving him a little more saturation.
kvernon
08-23-2004, 04:59 AM
LeeSalo,
It's funny, mike is my fav but I like them all! :) I'm actually pretty happy with the saturation levels. You shoulda seen them when I had him set up for simple GL rendering (really bright stuff quazi 90's cartoon look :) ) I've done some of the older characters, foot solder, shredder, krang in his exo suit, but alas no rocksteady or bebop. Maybe later on though! It would be super kew!!
Oldbean,
LOL... I thought he was the sarcastic one! :P There an overall design from old skool, but I've been working on subtle changes to make it different, but similar. I know not the best way to comment about it, but I'm sure you get the idea.
Thank you both for your comments,
Kelly
kvernon
08-23-2004, 05:01 AM
latest version...
What's the latest on comments? :)
http://www.bubba-x.com/dl/tmnt/texture2.jpg
Enjoy,
Kelly
p.s. Thanks for looking
kvernon
08-23-2004, 02:46 PM
and here's a wire shot of leo
http://www.bubba-x.com/dl/tmnt/leotri.jpg
kvernon
08-23-2004, 04:26 PM
small change...
http://www.bubba-x.com/dl/tmnt/texture3.jpg
squidpants
08-24-2004, 01:59 AM
Hi I was just wondering weather he has a thumb or not? and weather you were going to try and remove those seams on his forearms? and what is going on where the thighs meet his body? You might also like to think more about how your mesh is going to deform when you rig him, particuly around the armpits, the thighs, the wrists and maybe the neck from what I can see.
squidpants
08-24-2004, 01:59 AM
Hi I was just wondering weather he has a thumb or not? and weather you were going to try and remove those seams on his forearms? and what is going on where the thighs meet his body? You might also like to think more about how your mesh is going to deform when you rig him, particuly around the armpits, the thighs, the wrists and maybe the neck from what I can see.
kvernon
08-24-2004, 02:18 AM
squidpants,
thanks for looking. I'm working on removing the seams and refining a couple of other areas to add to his shape.. it's just so teadious (as for texturing..) Organic texturing is a new thing for me and this is my first attempt in a long time! :) Oh and yea, he's got thumbs! :D
As for the mesh deforming... he deforms wonderfully! I've already done some animatations with him and didn't have any problems :) But I can always learn something new. What methods did you have in mind I try?
Again thanks,
Kelly
the_podman
08-25-2004, 06:41 PM
Hey, what's up, kelly. Hard at work again, I see. :)
Looking cool so far, but is it possible to see the texture sheet? Are you painting it flat with photoshop or are you 3d painting like w/deep paint?
Maybe just more tonal(is that even a word?) variations in the muscles. You know, put in some very dark spots and then punch it with some highlights. Like, you could really make the grooves in the shell really convincing with a custom bump map in the photoshop alpha channel, then play with photoshop lighting effects(not sure with photoshop you have, but this is one of the cooler features in 7 and CS). It's a technique my texturing for games teacher taught me.
-podman
My Knight model/animation test 7 (http://s40829.sites45.storefront-hosting.com/Rodney/Animation_test_7.exe)
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