© 2010

• Freak tutorial •


Victorian freak overview  
   
 
   
Page 01 - Starting off Page 02 - Creating a template
Page 03 - Model and Detail Page 04 - Mapping

4. Mapping
Onto UV mapping, something that all artists will confess hating. Its really not much fun, but it needs to be done well if you want to make it look perfect.
First I set the ID’s for the polygons. Defining different coloured areas for each part that required a different texture.After setting ID areas I then went on to selecting them and applying the UV mapping to one side of the body. I later then mirrored the half and flipped the UV’s for the body; head, lantern, heart and trousers then merged the two halves

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*Tip*
After cylindrically mapping the head I had to fix its mapping. 3ds max is not 100% accurate in the way it maps and can leave broken areas that require moving and stitching.It’s a good idea to check through your UV mapping if your generating 3d models or using Texporter to create reference textures, as texporter wont pick up these flaky parts as they are outside the area and some 3d engines have issues with dodgy mapping.

Once I completed all the UV mapping I used Texporter to generate reference textures, which I could then use in Photoshop to give me an idea what I’m texturing onto.

After getting the reference textures done I then created the finished textures. Making use of the photos supplied with 3d.sk and rusty metal textures.


Fall-offs

After creating the textures I needed the skin to look right. Skin will absorb light being made of hundreds of layers of transparent skin, blood, muscle and bone. So it needs a diffused look. For this I opted for a cheap affective fall-off material applied to the self-illumination map.I also used the fall-off material for the lens to generate a green glowing affect.

No fall-off Added fall-off to the self-illumination maps.

Fall affects

Fall-off maps are lots of fun and can do so much to alter the way light hits a surface and what’s more they are relatively cheap on processing power.


Inner Glow

Illumination fall-offTowards / away


Edge glow

Illumination fall-offTowards / away


Cell shade

Illumination fall-offShadow / light


Bubble

Illumination & opacity fall-off
Towards / away


 
   
Page 01 - Starting off Page 02 - Creating a template
Page 03 - Model and Detail Page 04 - Mapping