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Now the project file is at stage eight. More detailing of the armour has taken place and more refined painting has occurred on the face of the character. It now has an asymmetrical cut on on side of it's face. A lot more alphas and textures have been used on the armour, plus a skin texture has been added to the body. This has created a more of an uneven, rough terrain, which helps to breakdown the fact that it is still only one colour.
One issue that I have up until now not been effected by is the restrictions I am facing on painting materials separately on different sub tools. when I change the material for one tool, it changes it for all. I need the base material to be white, since the eyes are white and white is difficult to paint on (since white is a colour used for allowing other RGB and material information to pass through it).
The solution to this problem came from the following link:
This link explains the basics of using polypaint with not only colour information, but also with the provided sculpting materials. Instead of relying which ever material is selected, by selecting the 'Material only', or Material + Colour', a material can be selected on the appropriate sub tool, then by using the 'fill object' button, the selected material fills the object. As this has been done using the polypaint method, only the selected tool has been effected, with the other sub tools independent of this change. This newly found technique will be put to great use as it will help to create the final textures for the armour. However, before I continue with the armour, I need to create a 'base mesh suit' for the character. Up to now, the figure has been wearing armour and nothing else. A cloth like membrane needs to be created to go in-bewteen the figure and the armour he is wearing.
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