1. #1

    Default Kenji's CG Texturing Work

    Hi guys,Im posting my completed CG Texturing works here open for critique and feedback. Will be very grateful for you kind words and concern about it.

    Lets roll off with the current completed work!



    CG Samurai Helmet
    Medium: Maya, Zbrush, Photoshop, Mari and Renderman

    My main Discipline working on this Samurai Helmet was UV Unwrap and Texturing.

    Roadkill was used to Unwrap the UVs from the model.

    Texture with Photoshop and using Mari to fix UV seam.

    Will be posting some Breakdown and a Reel in another post. Thank you

  2. #2

    Default

    Here are a much more detail Breakdown of the CG Samurai Helmet.




    Samurai Shot A

    Longer Breakdown - http://www.flickr.com/photos/3960736...ream/lightbox/





    Samurai Shot B

    Longer Breakdown - http://www.flickr.com/photos/3960736...ream/lightbox/





    Samurai Shot C

    Longer Breakdown - http://www.flickr.com/photos/3960736...ream/lightbox/





    Samurai Shot D

    Longer Breakdown - http://www.flickr.com/photos/3960736...ream/lightbox/





    Samurai Shot E

    Longer Breakdown - http://www.flickr.com/photos/3960736...ream/lightbox/





    Samurai Shot F

    Longer Breakdown - http://www.flickr.com/photos/3960736...ream/lightbox/


    And here is the CG Samurai Helmet Texturing Reel and Breakdown.





    Cheers

  3. #3

    Default

    I was thinking sharing some breakdown here,basically its the same in the blog just in case.

    *This is how it started...*





    Fig 01 Indicates sets of UVs needed for the Geometry by assigning different color on it,giving an idea to Texture Artist,LookDev Artist, Lighting Artist and even Lead/Supervisor knowing how the Geometry is partly separated. A good practice to keep with individual during UV Unwrap stage.





    There are 14 sets of UVs prepared for the Samurai Helmet. Once finished Unwrapping the Geometry,UVs were laid in tiles in UV Editor Fig02.

    Reason -
    *To check is there UVs overlaying on top of each other*

    *Allow a bit of border on each side of the UV sets in its on UV space,this is to make sure Various Maps prepared are not cut off from it*

    *Always remind oneself to recheck the UVs over and over again to make sure it is perfect. A Fatal mistake can cause big trouble,revising UVs in middle of Lookdev is a big mistake*

    Once the UVs are checked and locked down,usually Ill have two separate files. Tiled UVs and One with all UVs placed in 0-1 space.





    Metal,Rust,Scratches,Noise,Dust and etc sort of Textures are used on Samurai Helmet. Fig03 shows a variety of Textures used to create the Diffuse Map for Samurai Helmet.

    *****
    Deviant Art - www.ltken84.deviantart.com
    Portfolio - www.kenlim84.daportfolio.com
    Blog - http://amazingbeggars.wordpress.com/

  4. #4
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    Default

    Really nice job on that helmet. You do great work. Keep it up!

  5. #5

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    Quote Originally Posted by mpaquin View Post
    Really nice job on that helmet. You do great work. Keep it up!
    Thanks mpaquin



    So lets move on, with those Textures, it is possible to create various type of Diffuse Map for individual parts of the Samurai Helmet. Of course, it is also important to reference and study some metal,rust,scratches objects in the real world like Fig 04. I had times when I cant figure out how to solve problems, especially contact points of one object on another or side by side. Answers can be found from these Reference.What would be more interesting for a Texture Artist, is to have a camera and go around and snap these photos,touch the surface,and study the object on the spot. Having more close encounter to real life object really sparks more idea in the progress.




    So with those Textures,Studies,this is how one of the Diffuse Map looks like after various try out with Metal Textures,Masking Textures with Alpha and playing around with Filters in Photoshop - Fig 05. Most of the time Photoshop is the main tool, Mari is more of a tool to touch up Seams and to preview some Textures on some Geometry.




    Basically this is how the Diffuse Map was created for the CG Samurai Helmet.

    Cheers!


    *****
    Deviant Art - www.ltken84.deviantart.com
    Portfolio - www.kenlim84.daportfolio.com
    Blog - http://amazingbeggars.wordpress.com/

  6. #6
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    Welcome to ZC, just checked out all of your sites, you're a real good texturing artist!
    Good job there
    Last edited by MattSkinny; 11-19-12 at 07:51 AM.

  7. #7
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    Default

    Great looking stuff. I will try out the diffuse map.

  8. #8

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    Quote Originally Posted by MattSkinny View Post
    Welcome to ZC, just checked out all of your sites, you're a real good texturing artist!
    Good job there
    Hey MattSkinny, thanks for the warm welcoming to ZC. And Thank you so much for the compliments! I do really hope to be a good Texture Artist!

    Quote Originally Posted by bfgnz View Post
    Great looking stuff. I will try out the diffuse map.
    Sure thing mate!




    I was thinking to share this over here as well. CG Dino Texturing.

    Modelling was done in Maya, and Zbrush was used to Sculpt the Muscles and the Scales for the Dino.

    Used Photoshop and Mari for Texturing.

    And last, rendered with Renderman including SubSurface Scattering in it.








    CG Dino Breakdown with Passes





    CG Dino Turntable

    Dino Lookdev Turntable from Ken on Vimeo.

    Cheers

    *****
    Deviant Art - www.ltken84.deviantart.com
    Portfolio - www.kenlim84.daportfolio.com
    Blog - http://amazingbeggars.wordpress.com/
    Last edited by lt_ken84; 12-17-12 at 07:14 PM.

  9. #9
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    Cool your dino.

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    Awesome job!

  11. #11

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    Quote Originally Posted by Philuxius View Post
    Cool your dino.
    Thanks Philuxius!

    Quote Originally Posted by bfgnz View Post
    Awesome job!
    Thanks bggnz!


    The current project that Im working on right now is a Sea Turtle. Have almost completed the Textures for time being. Used Photoshop and Mari for Texture Painting.







    And Ive get the base detail sculpt out in Zbrush. Will add in further detail later on after posing it for Final Image.







    Here is a Sea Turtle rendered in Maya with Renderman.






    *****
    Deviant Art - www.ltken84.deviantart.com
    Portfolio - www.kenlim84.daportfolio.com
    Blog - http://amazingbeggars.wordpress.com/
    Reel - https://vimeo.com/54710483

  12. #12
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    Default

    Great job really admire ur feel for details in sculpt and textures

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    Love the detail! Awesome job on textures/models!!

  14. #14

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    Quote Originally Posted by marrakech View Post
    Great job really admire ur feel for details in sculpt and textures
    Thanks marrakech, I still have a long way to go and making things better

    Quote Originally Posted by Demedrian View Post
    Love the detail! Awesome job on textures/models!!
    Thanks Demedrian


    Alright,Ive get the Sea Turtle posed for the Final Image. Currently getting it ready for the Final result.

    Some renders from Renderman in Maya.



    There are two Displacement Map used, one with fine and major details and another with just muscle flows. With that it helps to determine which details are more crucial in the work progress rather than jumping straight to getting all things out at one go.



    *****
    Deviant Art - www.ltken84.deviantart.com
    Portfolio - www.kenlim84.daportfolio.com
    Blog - http://amazingbeggars.wordpress.com/
    Reel - https://vimeo.com/54710483

  15. #15

    Default

    Alright,nothing fancy...Heres a rendered still of Sea Turtle. Rendering in progress at the moment with a few camera panning and moving around it. Cheers!





    *****
    Deviant Art - www.ltken84.deviantart.com
    Portfolio - www.kenlim84.daportfolio.com
    Blog - http://amazingbeggars.wordpress.com/
    Reel - https://vimeo.com/54710483

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