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Old 11-17-2012, 09:56 AM   #1
ltken84
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Kenji's CG Texturing Work



Hi guys,Im posting my completed CG Texturing works here open for critique and feedback. Will be very grateful for you kind words and concern about it.

Lets roll off with the current completed work!

CG Samurai Helmet
Medium: Maya, Zbrush, Photoshop, Mari and Renderman

My main Discipline working on this Samurai Helmet was UV Unwrap and Texturing.

Roadkill was used to Unwrap the UVs from the model.

Texture with Photoshop and using Mari to fix UV seam.

Will be posting some Breakdown and a Reel in another post. Thank you
 
Old 11-17-2012, 10:59 AM   #2
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Here are a much more detail Breakdown of the CG Samurai Helmet.




Samurai Shot A

Longer Breakdown - http://www.flickr.com/photos/396073...tream/lightbox/




Samurai Shot B

Longer Breakdown - http://www.flickr.com/photos/396073...tream/lightbox/





Samurai Shot C

Longer Breakdown - http://www.flickr.com/photos/396073...tream/lightbox/





Samurai Shot D

Longer Breakdown - http://www.flickr.com/photos/396073...tream/lightbox/






Samurai Shot E

Longer Breakdown - http://www.flickr.com/photos/396073...tream/lightbox/





Samurai Shot F

Longer Breakdown - http://www.flickr.com/photos/396073...tream/lightbox/

And here is the CG Samurai Helmet Texturing Reel and Breakdown.




There are more info about the CG Samurai Helmet work progress in here.

http://amazingbeggars.wordpress.com...elmet-ldev-002/


Any kind feedback and input will be very much appreciated. Cheers


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Old 11-17-2012, 11:04 AM   #3
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the modeling and texturing looks nice
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Old 11-17-2012, 09:24 PM   #4
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Amazing work!!! I love the texture!
 
Old 11-17-2012, 11:13 PM   #5
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Hey man,

I think the model and texturing look really good.

Maybe it could use some context. It just seems odd how its just hovering in space. I come from a product rendering background, and its always nice to have your product framed in some way.

It could look nice in a museum or display case type set-up, with some warm gold track lighting and a dull simple background.

http://www.flickr.com/photos/a_clar...51467/lightbox/

-AJ
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Old 11-18-2012, 03:12 PM   #6
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Quote:
Originally Posted by MurtazaRizvi
the modeling and texturing looks nice


Thanks MurtazaRizvi!


Quote:
Originally Posted by cily
Amazing work!!! I love the texture!


Thanks Cily! Glad you like the texture! =)


Quote:
Originally Posted by AJ1
Hey man,

I think the model and texturing look really good.

Maybe it could use some context. It just seems odd how its just hovering in space. I come from a product rendering background, and its always nice to have your product framed in some way.

It could look nice in a museum or display case type set-up, with some warm gold track lighting and a dull simple background.

http://www.flickr.com/photos/a_clar...51467/lightbox/

-AJ


Hey AJ1,I tried filling in some floating particle around however it was a little bit distracting in some way. Because my purpose was just to show my Texturing Skills initially.

I agree with your point in presenting the work in a more better way. Thanks so much for the points there! Appreciate it!


I was thinking sharing some breakdown here,basically its the same in the blog just in case.

*This is how it started...*



Fig 01 Indicates sets of UVs needed for the Geometry by assigning different color on it,giving an idea to Texture Artist LookDev Artist Lighting Artist and even Lead/Supervisor knowing how the Geometry is partly separated. A good practice to keep with individual during UV Unwrap stage.



There are 14 sets of UVs prepared for the Samurai Helmet. Once finished Unwrapping the Geometry,UVs were laid in tiles in UV Editor Fig02.

Reason -
*To check is there UVs overlaying on top of each other*

*Allow a bit of border on each side of the UV sets in its on UV space,this is to make sure Various Maps prepared are not cut off from it*

*Always remind oneself to recheck the UVs over and over again to make sure it is perfect. A Fatal mistake can cause big trouble,revising UVs in middle of Lookdev is a big mistake*

Once the UVs are checked and locked down,usually Ill have two separate files. Tiled UVs and One with all UVs placed in 0-1 space.






Metal,Rust,Scratches,Noise,Dust and etc sort of Textures are used on Samurai Helmet. Fig03 shows a variety of Textures used to create the Diffuse Map for Samurai Helmet.

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Old 11-19-2012, 05:06 AM   #7
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feedback

kenji : hi there, nice presentation of the japanese war helmet, i think everything is almost there, wat the others say about putting it for display is good option for you, hm i think my only critique is just the top part of the helmet, maybe it's just me lah, but feel that is maybe too low it's covering my vision, if a samurai will fight, they at least shud able to see their enemy in front of them and their katana blade, tat's what i feel.

but other than tat good work, hey im also doing something related to japan, do you think you can have free time to give some critique on mine too?
 
Old 11-19-2012, 06:27 AM   #8
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Quote:
Originally Posted by chien
kenji : hi there, nice presentation of the japanese war helmet, i think everything is almost there, wat the others say about putting it for display is good option for you, hm i think my only critique is just the top part of the helmet, maybe it's just me lah, but feel that is maybe too low it's covering my vision, if a samurai will fight, they at least shud able to see their enemy in front of them and their katana blade, tat's what i feel.

but other than tat good work, hey im also doing something related to japan, do you think you can have free time to give some critique on mine too?


Hey Chien,thanks for the compliments! Sure,drop me an email lt_ken84@yahoo.com and Ill see what I can critique on. Cheers !


So lets move on, with those Textures, it is possible to create various type of Diffuse Map for individual parts of the Samurai Helmet. Of course, it is also important to reference and study some metal,rust,scratches objects in the real world like Fig 04. I had times when I cant figure out how to solve problems, especially contact points of one object on another or side by side. Answers can be found from these Reference.What would be more interesting for a Texture Artist, is to have a camera and go around and snap these photos,touch the surface,and study the object on the spot. Having more close encounter to real life object really sparks more idea in the progress.




So with those Textures,Studies,this is how one of the Diffuse Map looks like after various try out with Metal Textures,Masking Textures with Alpha and playing around with Filters in Photoshop Fig 05. Most of the time Photoshop is the main tool, Mari is more of a tool to touch up Seams and to preview some Textures on some Geometry.



Basically this is how the Diffuse Map was created for the CG Samurai Helmet.

Cheers!

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Old 12-18-2012, 03:39 AM   #9
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I was thinking to share this over here as well. CG Dino Texturing.

Modelling was done in Maya, and Zbrush was used to Sculpt the Muscles and the Scales for the Dino.

Used Photoshop and Mari for Texturing.

And last, rendered with Renderman including SubSurface Scattering in it.




CG Dino Breakdown with Passes




CG Dino Turntable



Cheers

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Old 12-18-2012, 04:48 AM   #10
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you're welcome. luv the dino too.
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Old 12-18-2012, 12:40 PM   #11
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Thumbs up

nice details on helmet...
 
Old 12-20-2012, 12:29 AM   #12
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nice job texture and sculpting on the dinosaur, i think my only critique is if you want to make full body but tats if you want to
 
Old 03-15-2013, 12:50 PM   #13
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Quote:
Originally Posted by MurtazaRizvi
you're welcome. luv the dino too.

Cheers ~!

Quote:
Originally Posted by Dirtvic
nice details on helmet...

Thanks Dirtvic =)

Quote:
Originally Posted by chien
nice job texture and sculpting on the dinosaur, i think my only critique is if you want to make full body but tats if you want to

Hi Chien, the plan was to make a full body of the dino initially.However, I rather spend more time on detailing just the Head as a Bust for the time being. Thanks for the compliments =)


The current project that Im working on right now is a Sea Turtle. Have almost completed the Textures for time being. Used Photoshop and Mari for Texture Painting.






And Ive get the base detail sculpt out in Zbrush. Will add in further detail later on after posing it for Final Image.



Here is a Sea Turtle rendered in Maya with Renderman.




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Old 03-15-2013, 03:19 PM   #14
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Do you paint your specular maps separately or do you manipulate the diffuse to get them? Looks like the spec on the dino was painted separately, but what about the Samurai helmet? Do you have any tips on that?
 
Old 04-04-2013, 03:38 PM   #15
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Quote:
Originally Posted by astu11
Do you paint your specular maps separately or do you manipulate the diffuse to get them? Looks like the spec on the dino was painted separately, but what about the Samurai helmet? Do you have any tips on that?


Specular Maps are painted separately,usually I try not to manipulate from the Diffuse Maps. Because Diffuse only contain the base information of the subject,which means Color information only. Diffuse Map should not contain shadow,highlight,just constant color.

Specular Map usually contains Black and White value. White are area that reflects highlight from light source. For example,Hard Surface subject will have corner,edge,one object overlay on the other,those contact point/edge shouldnt contain Specular,because those are areas that catch shadow. You wouldnt want to paint White value at those area.

Notice where the arrows are pointed in the below images, those areas shouldnt contain Specular Info. All it contain is dust,that info will be included in Diffuse Map for instance.




As for the Dino, Specular is also painted separately from the Diffuse Map. For example,The Dino's Nose area are wet,it contains liquid around the nostril. Therefore, Ill paint in more white value around the area and do notice, inside the nostril are black. Thats because it contains only shadow where it cant catch light source in there.



I would say study the subject itself when creating Specular Map,ask yourself which area would catch Light source as every surface reacts differently. Wet area,Dry Area, surface that has cracks and etc should be study carefully and understand before creating Specular Map.

Hope this helps

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