I really like how this thing came out. It was my first time texturing a model from scratch. I did something I don't usually do and started working on it weeks before it was due. I used spectral lighting maps to control highlights, diffuse lighting maps to control the spread of light, and bump maps to create the illusion of depth on a flat surface. The model was intended for a video game, meaning there are resolution restraints for both the texture and the model. The textures for the model are broken down into five different parts, each one 512 x 512 pixels: One for the hair, one for the face, one for the armor, one for the body, and one for the staff.
Friday, May 13, 2011
Texturing Final - Elf Game Model
I really like how this thing came out. It was my first time texturing a model from scratch. I did something I don't usually do and started working on it weeks before it was due. I used spectral lighting maps to control highlights, diffuse lighting maps to control the spread of light, and bump maps to create the illusion of depth on a flat surface. The model was intended for a video game, meaning there are resolution restraints for both the texture and the model. The textures for the model are broken down into five different parts, each one 512 x 512 pixels: One for the hair, one for the face, one for the armor, one for the body, and one for the staff.
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