el Zorro


#81

hey tito, how are you doing? :smiley:

sure i can give you the map, after working 8 hours a day and 5 days a week on several unwraps my eyes almost got destroyed :wink:
so i had to “invent” myself another checker, the standard black&white from Max makes me go crazy after a few minutes and those standard maps from maya or xsi (can’t remember) are also way to contrasty and colorful… so i made this texture about 2 years ago


but well you see… it’s too blurry and when working on games i need to se the exact size of the pixels on a map so i reworked the checker to this

and this works pretty well and did it to the standard unwrap texture in our company :smiley:
for other resolutions i just change the tiling in the max material options…
hopefully it helps :slight_smile:


#82

Excellent work, neox. Really really great stuff. Just curious, to what percentage do you use the dodge and burn over painting in the actual colors? 50/50, 40/60, etc.

I’ve watched all those timelapsed texturing vids from polycount and some artists heavily use the dodge and burn while others barely use it. Could you tell me what conditions would warrent using dodge and burn over painting color directly and vice versa. Sorry for all the questions. Really want to pick your brain here. :slight_smile: I’ve noticed that an abuse of the burn tool blows out the saturation of my color, then I gotta go in there with the sponge and fix it.

-Rod


#83

First of all Neox, brilliant work man…I hope I’m as good as you sometime soon…very nice stuff is this for a personal project?? (sry if you already answered that)

and podman, mind linking me to a few of the better texturing timelapse vids you speak of??? ^^ ty.

-KDX-


#84

Here.

pretty old tuts but still packed with peanuts.


#85

Ah bless you kind sir, now my eyes will finally adjust to normal light again :slight_smile: and I’m doing great man, I know it’s been awhile :p. Keep up the great work

-lild


#86

Hey Neox, been following this for a while now… looking really sweet. Excellent Texturing!


#87

I’d be interested in this, too.

It was always my understanding that burn and dodge should be avoided because they do unreal things to the colours and that you should paint through a variety of tone and saturation rather than just tone.

But then again, I’ve seen some awesome stuff just done with the dodge and burn tool and game textures don’t tend to have the same requirements of a proper painting.

I’m guessing it’s just down to preference?


#88

Neox, I have a quick question. I dunno if it’s been asked already, cause I can’t read. :wink: but your workflow is kinda odd to me. Are you modeling out a piece at a time and then texturing it? If so, are you using multi subobject textures or are you just preserving uvs and then adding more geometry. I really really like this character, he has a real quality to him that makes him stand out, but I’d really like to know more about your workflow. I can’t recall seeing something modeled and textured in a back and forth way like that. (unless you’re just hiding untextured areas. ;))


#89

Just curious, to what percentage do you use the dodge and burn over painting in the actual colors?

basicly i’m using just a simple brush with low opacity and low flow, at first really big brushes and roughing in the main light then getting smaller and smaller with the brush… but i’m using dodge and burn too when i need hard highlights or i’m just to lazy to brighten something with a brush up, i use dodge and burn for all those small metal things where i need hard highlights and dark tones at the same time…

very nice stuff is this for a personal project??

yep i finally have to do some texturing after 4 years of professional modelling on Paraworld i thought i might start with texturing and do a human character, the last texturing project was this http://neox.gfx-scene.de/public/pictures/3d/wip/Chip_n_Dale/chippy.jpg

I’m doing great man, I know it’s been awhile

great to hear :slight_smile:

It was always my understanding that burn and dodge should be avoided because they do unreal things to the colours and that you should paint through a variety of tone and saturation rather than just tone.

i don’t think that you should avoid it, it’s just like everything a question of the dosis you use, don’t use it too much but not using it is also wrong because it can help you

Are you modeling out a piece at a time and then texturing it?

yep i said it before i always tend to try different workflows at home, this one is just for doing textutring :wink:
but well it it’s not so good for having the overall proportions in mind, i guess i’ll have to fix some things later ^^
So everything you see right now is everything i’ve done right now :slight_smile:


#90

I want to take part in the dodge and burn discussion :bounce: …

I also use them a lot. Its always the a question how the material you try to paint, react to the light. As Neox said, it makes sense to use it for reflektive metals.
To make sure I dont mess up my saturation while painting, I create another layer. So you can easily try different overlay methods, or reduce the intensity.
There are some reactions that always needs the same settings. For example, painted SSS needs to be multiplied negativ, because it always makes skin brighter.
Shadows could be multiplied or overlayed…etc

Just my way. But I think it gives you most control, if you seperate things in different layers and you can change the colors of something without losing its shadow.

…Now back to the topic…

Nothing to critique. Wonderfull model :thumbsup:
Maybe his shoes are a bit too shiny. With that pre-painted highlight it nearly looks trancsulent.
Does he get a cape?..Arms? :wink:


#91

do you mean the very bright highlight on the tip of the boot? thats from the lighting in the scene the texture is pretty dark, hard to work on that stuff at day, 'cause i don’t see a thing :smiley:


#92

Great improvement on the boots Neox this is really coming together now, I really love how much detail you manage to get into your textures. Sorry I dont have a better crit to offer at the moment :shrug:

Im pretty sure this is common knowledge but in photoshop I sometimes create a new layer using the menu instead of the button which gives you an option box. If you select overlay for blending mode you can then tick the fill with 50% grey checkbox. If you then paint on this layer with very low opacity black and white it acts like a dodge in burn. It does however give you slightly more control. I got this tip from a photo touch up book but I forget the name of it.

Gordon.


#93

Amaizing texture work man. I have no crits at the moment. I show us the Zorro in other , for me better light. Maybe when you finish this one You will create some tutor for us, worse …
:thumbsup:


#94

sorry but i don’t understand what you are writing there :frowning:


#95

He wanted to say mean things about your male grandmother :argh:


#96

This is pretty decent man, Overall Cool work
I’d say, Work on the materiel of the pants, they feel too much like jeans, its making me feel like its someone doing a Zorro cosplay?

MMm, The shading on the boots is kinda annoying too, a bit to over exagerated too,

Im happy to see more people use deep paint, its a ****ing joy :slight_smile:

Cool work, I dig.

b1ll


#97

ok i put a little work into the pants, hopefully it’s not to “jeansish” i used a lot of black rugged pants for reference, maybe some jeans also, can’t really say jeans are blue to me :smiley:
well no i see that the crotharea should use some lighting… ok later ^^

oh and i worked on the hat


#98

Looks frickin ace - the texture on the boots looks like its normal mapped or sometihng -its got loads of depth. Nice work
When are you gonna make his arms? The poor geezer has been armless for ages


#99

All these accessories are really good. Looking forward for the arms and the sword obviously :slight_smile:


#100

ok did the hands, well i guess i should lighten em up a bit, without the lighting it works but with… its just too dark

going for the cape now :slight_smile: