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3 Dimensional Chat / Shading on textures for 3d models. How do you make those great shaded textures?

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Medieval Coder
18
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Joined: 31st Dec 2005
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Posted: 15th Apr 2006 01:39 Edited at: 15th Apr 2006 01:41
Well, I was woundering how the shading in the textuers...how do people make them?

Such as this by Matt G


For example this made by Xenocythe Resurrected



And this
[img]www.lizkay.com/.../tutorials/Weapons/Sword04.jpg[/img]

Also the shaded stuff in here...its in the texture....


By now you should know what I mean...anyone know?
zircher
21
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Joined: 27th Dec 2002
Location: Oklahoma
Posted: 15th Apr 2006 02:21
Look at Pincho's weapon thread and open up the texture for the rocket launcher for a good example of how the shading and highlights are done.
--
TAZ

"Do you think it is wise to provoke him?" "It's what I do." -- Stargate SG-1
Oddmind
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Location: Atlanta, Georgia
Posted: 15th Apr 2006 04:07
Dodge and Burn tools. In any good image editing application.

formerly KrazyJimmy

Denn, du bist was du isst, und ihr wisst, was es ist.
Medieval Coder
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Posted: 15th Apr 2006 06:09
@ zircher: Thats the normal mapping one right?

@ OddMind: How silly of me......I should have known that.....
John H
Retired Moderator
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Location: Burlington, VT
Posted: 15th Apr 2006 09:50
Lots and Lots of time with those dodge and burn tools...I mean...you REALLY need to be patient! Wacom tablets do good here, as they detect sensitivity levels, and using a pen is so much easier than using a mouse for artwork.


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Manic
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Location: Completely off my face...
Posted: 15th Apr 2006 14:31
woah! hold on there!

dodge and burn are handy tools, however they're not the be all and end all... infact, if you're doing any sort of skin tone work, they're best avoided.

basically dodge and burn only work on a colour's lightness, not its hue, and saturation, this results in blown out, and unrealistic tones.

I've attached an image i made to illustrate this;

on the left, is a white to black gradient ramp, with a colour overlay (just using the overlay blending mode). with this, you end up with too smaller gamut of colours to work with, before it gets to black or white. If you want to work with this, you'll need to dodge and burn the greyscale layer, and when you're happy, colourize it to a subtle blue (Its best to play around, see what results you get), to give a better result.

on the right, is the same overlay colour, but dodged and burnt directly onto the layer by hand. you can see how the colours look muddy, and get a bit abrupt. Basically, you'll never see someone with skin like that.

the centre is the best way to do it, this is simply a gradient ramp made from 3 colours, that represent a mid tone, high and lowlights. I got these colours off a handy diagram which someone made (if i can find it, i'll post it) If you use this one, and hand paint it (might be a bit tough with a mouse, i use my wacom) you'll get a much more realistic skin tone coming through.


of course, this doesn't just apply to human skin, any other organic model will have the same sort of gradient, but in a different colour. The only time you don't have to worry about if dodge and burn will look ok, is if you're doing mechanical things.

check out the tutorials on [href]www.poopinmymouth.com[/href]

one more thing, add variation, dirt, graffiti, scratches, dust, whatever in layers after you've got your colours finalised, it'll make things look that little bit better.

Manic
(wow, long post!)

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