Saturday, 5 December 2009

Chapter2: Wingcasing and Thorax Casing Texture

From looking at this image I wanted the texture to be a richer looking green. This really wasn't that complicated, as all I did was the same method as the eyes, in photoshop I created the colour fill layer and just adjusted the colouring and opacity until it was the way I wanted.


Original Image



Image altered in Photoshop

There hasn't really been much of an alteration just colouring, I was happy enough with this, i didn't really bother tweaking around much with the texture looking more defined, because I decided to use the same texture as a bump map to my material in MAX to emphasise the required parts.


The final image shows Blinky with the altered wingcasing and thorax texture

I adjusted and tweaked Blinky a little bit more after the change in the texture, made the eyes with a deeper red and I applied the leaf texture to the claws, which I will go into in the next chapter.

Chapter1: Eyes

To make the eye texture I looked on the internet for a marble texture, because from looking at Mantis's you can see there eyes have various sorts of patterns on them.

Ok, so this image was the original texture of the eye seen in the early texturing stage of blinky. So, with this marble texture image I stuck it in photoshop and created two additional layers, one layer was for a colour fill over the top of the marble texture. I filled the layer in with a colour of my choice then reduced the opacity. I did also slightly adjust the marble texture itself using the hue/saturation option and tweaking around in that. The last layer on top of that was just the pupil of the mantis's eye which i quickly made using the oval tool, I placed the oval as central as I could. Close up the pupil does look a little bit crude but I wasn't too bothered because the final render won't be a close up on Blinky's face. So I then created a material in MAX with this image and then tweaked it a bit using the UVW Map node, if I remember correctly I didn't tamper with the mapping on this one, just kept it on the default because I was happy with how it looked.

After putting on the texture, I really wasn't happy with how it looked on Blinky (these images can be seen in the previous post) so I did a few mock up renders with different colourings to the eye. This was done quite simply with changing the colour fill layer and tweaking the opacity according to how I wanted it and saving them as different JPEGS so I could just swap between them in the material editor in MAX, this method in doing this proved to be a major time saver, the following beneath show the different mock ups.




From doing these eye renders, I was really happy with how the red eye for Blinky looked and also this was more the kind of mantis look I wanted to texture, as a loose reference guide I used this pic from this stage on to get the jist of roughly how Blinky will turn out.

So from looking at this imagery, I found that the wingcasing and thorax casing will have to be a richer looking green. Although I know that in this image the mantis's eyes are more of a nutty brown colour than a red, but screw it! I was happy with Blinky's eyes being red!

The underneath images are the final JPEG texture of Blinky's eyes and what i used for the bump mapping (although there wasn't too much point in bump mapping the eyes, but there we go!).



So from moaning and grumbling at the wingcasing texture not looking right, the next post will continue onto the next chapter in Blinky's texturing process.... The wingcasing and thorax casing texture!

Early stage of texturing



Ok, to show how I did Blinky, I think I will have to divide it up into chapters of each area of his body. One to make it easier for me to make sure the information is accurate and two because it's gonna be reasonably epic!

But to start with this is how Blinky looked at the very beginning of thursday 3rd Dec. Here he was partially textured, just the eyes, wingcasing and thorax casing.

Wednesday, 2 December 2009

Finer Tweaking on the body





On closer inspection of the reference pictures and once again thinking back to looking at slugs first hand! Just behind where there head lays that part of the body which is slightly elevated, so once again I tweaked about with the vertices until I got it roughly to where I want Cecil's anatomy, more than likely there will be more tweaking involved!

Body changes





From looking at more picture references of slugs and remembering back to experiences first hand of seeing slugs, they aren't perfectly rounded as I have Cecil in the previous renders. They have a frill sort of underskirt, I just tweaked around with the vertices for this with the scaling tool and move tool

Second part of first stage




Ok, so Cecil now has a head and his tail has been capped off, next stage now is to tweak the body about a bit, look at some methods to extrude out his eyes and feelers and then look at methods on making his body look more realistic, this is the effect I wish to achieve as shown in the picture of the real slug.

Sunday, 29 November 2009

First Stage of Slug




Nothing impressive here, I found using a cylinder with both caps removed a better base shape than using a sphere, here it is so far. More updates tomorrow.