Before we started modelling, Dan R, Elisha and myself got a tutorial from Dan C about texturing. Dan is a technical genius, and a really good tutor, seeing as he seems to have tons of patience and goes through everything really clearly and explains WHY he is doing certain things. Elisha had never UV mapped before, I had done it about once ages ago, and Dan R, although fairly confident, hadn't done it since last term, so needed a bit of re-freshing.
The original chalice texture, one we took from Barcelona. Notice Dan R's foot. In all the textures he took in Spain, he managed to include his foot in about 99% of them! Seeing as this was just a test, we decided not to Photoshop it out.
Creating the bump map.
Messing with the Specular lighting.
The finished chalice.
Higher bump map. You can see a big difference here. The above image being wayy too overpowering. This project is tightly packed so I don't want to spend too much time, fussing over minute details that no-one will notice, though at the same time, I want to create something I'm proud of that can go in my portfolio. I think that the lower bump map will be more effective than the higher one.
Wall with high ecentricy. A bit too bright.
Wall with low ecentricy.
The finished chalice.
After going through the chalice as a group, I decided to mess around a bit on my own to check that I could actually do what Dan showed us. Dan was still around, so if I got stuck I could ask him any questions :) I borrowed the texture I was practising with, from Dan R.
Wall with low bump map. As our building is going to be very run down and a bit eccentric we wanted the brick to really stick out, and have very defined textures, so I experimented with making a more destinct bump map.
Wall with high ecentricy. A bit too bright.
Wall with low ecentricy.
We talked as a group about how we were going to get the textures on the ruined bits of rock to line up with the walls etc that they would originally have fallen from. We decided that we would texture the buildings as a whole object first of all then take away the ruined bits of rock afterwards, to make the setting more realistic.
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