Thursday, 17 December 2015

Bourbon: Texture Modification

Before I jumped into rigging I wanted to make some basic texture changes to my character, Bourbon. For starters the blue and yellow/cream fur diffuse was too punchy and bold. I opted to a paler shade of yellow and a still strong copper brown colour as I still wanted my character to reflect a stylised approach rather than realism. I also made some adjustments to the Nut texture on the helmet and pads. I'm fairly happy with his overall look now, although I think I will come in and tweak textures between the rigging process (the carrots for example could do with an SSS2 MTL and I would also like to add a logo to the chest plate). 

Fig.1 Bourbons fresh new colour range. 

Fig.2 The Raw output of the Complete Map 

Fig.2 displays a simple 'length map' for the VRay fur, which utilises monotones to determine a the length of a hair on the basis of 0-100% (black to white value). To produce such a map I used the 'render to texture' tool and rendered a complete map, placing a VRay Dirt MTL into the diffuse channel of a  100% self illuminated white standard 3DS Max shader. I then had to analyse the complete map and paint over a few sections (such as the nose) where I knew no hair would exist. The VRay dirt basically allowed me to bake an ambient occlusion channel across Bourbons UV texture space, meaning objects such as the bag straps and the military vest which previously were penetrated by the hair were now being shortened to a degree in which they were no longer. 

Tuesday, 15 December 2015

Bourbon: VRay_Fur and Block Texturing

After getting Bourbon modelled I've gone straight into UV/ Block texturing.The textures I have used so far are by no means the final look but a place holder for me to think upon before I come to the final render. 
To make Bourbon look more bunny like and friendly I've also used the VRay fur modifier. Whereby I toggled with the thickness and length until happy and also added an opacity map onto the chest and nose so that those details weren't occluded. 

Fig.1: VRay Fur Base

Fig.2 VRay Fur Toggling Presets 

Fig.3 Texture Blocking

Fig.4: Texture Blocking (Rear)

Fig.5 Texture Blocking Complete

Friday, 11 December 2015

Bourbon_Modelling Complete

It's been a while since I last posted, understandably the Christmas period is extremely busy with work. However bit by bit I've finally, finally managed to get Bourbon modelled!
I'm very happy with the progress, this is my first attempt at modelling a character inside Max and I managed it all without the aid of a single tutorial.
I'll be making a bunny gun for the little soldier too, (which shoots carrots, of course) but the next step is going to be looking into UV'ing and rigging him which as far as I can see looks completely different from what I'm used to in Maya. Game on!

Fig.1 Bourbon Mesh Front

Fig.2 Bourbon Mesh Rear