WIP The Thing...Need Help


#1

Hi Everyone

Due to a challenge, I’m making a cg figure of The Thing. The modeling and rigging are done. I’ll uv map him today.

My plan for surfacing will be to bake the honeycomb procedural then adjust the map in Photoshop using liquify.

I have a question though, what would be a good light set up to bake the map?

Thanks

Pat


#2

I’d use a plain white backdrop with background radiosity which will give you some ambient occlusion.

I wouldn’t bother with baking though, it seems like an unneccessary step. I’d either make the texture completely within Photoshop, perhaps using some cracked mud textures, or create them completely with procedurals.

With procedurals, you’d be better using veins or something with a high contrast and small scale. Another layer set to “texture displacement” would add some extra randomness.


#3

Great idea! Thanks!

Is it possible to capture the procedurals to an image without baking?


#4

You could always render a head-on view of a flat plane with the procedural surface on it and then, in Photoshop, use that render as a source for copying and cloning onto your UV map.

I realize that sounds hopelessly retrograde, but I do it all the time because it allows me to repaint, tweak, and otherwise adjust the texture by hand–which is not the case with surface baking.


#5

Excellent! The uvmapping is done so I’ll give it a try. The bullwork will be done in photoshop, that’s for sure. I’m just looking for a way to use the honeycomb procedural as a template for the rocky hide. I think your method is the answer.


#6

Well The Thing is finally finished! The model is by me and the textures are by Milivia. Take a look and let me know what you all think. Thanks.


#7

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