Friday, 28 August 2015

Texturing - Mantas Karciauskas

Working on the texture scheme for the guard helmets from references of Roman helmets.
Considering that the guards and the captive are sharing the same armor, (guards having helmets and few additional shoulder armors and back pieces) it was still not enough to distinguish between the two, so I figured that sticking to traditional resolutions to solve this problem would have to be the best approach in this case, so I decided to contrast the two by breaking up the Armour color schemes. Thus, black also connotes danger, power, evil and death just to mention a few.


Texturing Arena. Arena is the place where power and wealth is expressed and so therefore texturing this was a little of a challenge to say the least. The group had agreed on primary marble material with gold highlights. I kept this concept in my mind whiles texturing. Because this place was huge and overwhelming, so was the texturing, after experimenting on what works and what could be changed or improved, I soon enough came up with my own workflow to accomplish this result; creating mental ray Mia material with diffuse marble texture, applying to the whole of arena, and then creating custom gold material and applying to specific parts of the arena. (In order for the marble texture to work, I had to UV Map the whole of arena)






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