Posted by alexalvarez | Filed under Development
These images were created during my 2008 Gnomon Master Class. They Illustrate how Photoshop can be used to quickly explore the possible looks for a model, both in texture and surface properties. There are an infinite variety of ways that a character could look and before beginning 3D texturing, it is best to explore those options to find the most suitable look for the project. These examples are created in about twenty minutes each using a layered Photoshop document that has rendered passes from Maya for diffuse, cavity, spec and reflection. Once I settle on a direction, I can then use this file as a road map for what I will need to do using BodyPaint, Photoshop and Maya. Click here for a high-res version.
3 Responses to “Creature Head Texture Look-Development”
March 14th, 2010 at 4:30 pm
this is great!
October 18th, 2012 at 11:51 pm
hi alex i am a big fan of yours,i am a freelance learner from bangladesh, my dreams once a day i become a cg master,but my country have no facilitues to learn more,i like your work very much & your gnomon workshop,
July 9th, 2013 at 8:21 am
I enjoyed reading this post