Sunday, April 24, 2011

Painting the Olorotitan model



I've gotten around to my favorite part of this process...texturing:) Right now I'm just blocking in color and pattern, later he will need other maps to make him realistic and tie it all together.


I prefer dinosaurs that are colored boldly. I love coming up with different designs for the animals and because nature is bold and colorful (and drab too) anything is plausible. That's the fun of it, this animal really existed, but I still get to make up things like color. Plus, I like them to be different than what everyone is used to seeing. Grey dinosaurs are so last year:)


I still have a long way to go, more later...

6 comments:

traumador said...

What model types is your shading program compatible with?

I'm curious as I'm in the midst of once again trying to push my texturing. At moment I'm just looking to really learn how UV mapping works, but a new program MIGHT but be on the table in a few months...

Angie Rodrigues said...

Awesome!

I switched to ZBrush right before starting texture work for "RotD" and I've never looked back.

Honestly, you will more than likely use it for modeling too as it serves as a sculpting package as well as texturing. Now I'm doing 85% of my modeling in ZBrush.

It supports OBJ, which I export my simple base models from Lightwave as OBJs and continue modeling in Zbrush from there.

You don't even need UVs to paint, although its good to learn them. So far my Olorotitan has no UVs (it will eventually). You can export out automatic maps from Zbrush if you want to.

If you really want to step it up to the next level, I really recommend spending the dough for Zbrush when you are able. Download the trial first and learn the basics of it from tutorials they have. Then buy it and go to town:)

http://www.pixologic.com/home.php

Evan Boucher said...

Looking good, Angie! Loving the crest in particular!

I also really enjoy using zbrush for painting. I find UV mapping extremely important to learn, however, especially for troubleshooting purposes. Also, it is sometimes easier for me to just layout UVs and then texture in Photoshop when modeling simple objects. Then again as more and more applications start supporting ptex, we might be free of dealing with UVs all together in the near future :)

For character models I typically like to model in Maya to maintain clean topology and make sure everything is going to work for animation, then lay-out UVs in either Maya or Headus UVLayout, and then sculpt for displacement maps, as well as paint textures, in ZBrush.

Angie Rodrigues said...

Hi Evan!!!!! :)

Thank you! Glad you like it so far:)

I can't wait to be rid of the UV part, lol! I didn't have to do them at work, thankfully. Although I am trying to get good at every part of texturing so they are a part of it for now.

I'm like you and like to build the base model in another package. The mesh is so much cleaner that way. Although I've gotten to the point of building something very simple and doing the rest in ZB. I guess that is where the retopology comes in for animation?

I also use PS for touching up some things and making other skin maps. I'm trying to carry this one thru all the way on my own to really understand all aspects. Even if I never animate, I still want to know what makes the animation team happy and their job easier;)

So, we'll see how this guy turns out:) Thanks again for commenting!

Anonymous said...

Looking great Angie.
What's really nice is you've chosen bold patterning and colours but they read as completely plausible.
Beautiful stuff!

Angie Rodrigues said...

:) Thank you!

I'm glad you think it looks nice and makes sense. Making these patterns are what drives me the most.

I love the challenge of trying to make these animals look interesting, believable and beautiful at the same time:) So it's good to hear from you guys:)

I've gone a lot further with him today and am starting another model so will post updates soon...