With the UVs out of the way I still had the baking of light issues I had to take care off. Again most of the research had been done way earlier and countless of hours was spend in trying to get the settings right.
AO map |
This what has been bugging me while I managed to get those AO map out rendered there seems to be a hole plunging out around the area of the faces which giving me a nasty result when i slapped it in to photoshop.
The process here is pretty much tweaking and returning to photoshop to make it right.
Initial Concept color |
This is what i get when slapping both the AO and paint textures together, the blending of the "fake shadows" make life a little easier for me.
Work and more work |
At times it does feel as if I am going around in circle throughout the whole process. The repetitve actions of going back and forth to PSD , Maya and 3d COAT is kind of vexing. Still, as hours and days goes by i found myself pretty accustomed to this which at certain point of time i was actually coloring the OBJ model in PSD itself!
Pretty much done |
Minor tweaking make alot of different |
Reflection Segment: Moving along these process constantly make me wonder would there be any "correct" method in getting things done more systematically. Which pretty much none, while there a few pipeline that artist have to go through the order of moving along that pipeline is up for an individual. While this is really an audacious and time consuming I am pretty sure my next character model for the game would't take me this long at all.
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