I worked closely with Rory to transform the 2D character designs into a fully-realised 3D model (this gave me a brief idea on the dynamics and roles in a 3D CGI pipeline). And while Rory did the majority of the work, (he modelled, rigged, unwrapped and displacement-mapped the Phrog, while I used the unwrapped geometry to create the base texture), I got a better understanding of texturing a complex 3D rig.
Unwrapping UV
I did attempt to use Mudbox to add extra details but I quickly realised that learning a new software might not be time-effective (since I had other projects to work on too). I tried other techniques to add colour to the model (using Maya), and this yielded slightly better results... though still not quite there.
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Experimenting with Mudbox tools gave birth to this abomination, which I managed to salvage into a meme. |
I downloaded a few, free 3D frog model to use as a test and learnt about the whole process. I was only vaguely familiar with this method from video games and the 'skins' in them.
Test 1 failed spectacularly, partly because the model was a hollow piggy bank (froggy bank?) and because I was too sloppy with the UV cutting and unwrapping. However, this did teach me the basics of using nodes with materials in Maya:
Test 2 was much better since I took the time to carefully cut and unwrap UV (though it could be done better). I learnt to use landmarks in the mesh to make sure features weren't misaligned.
Painting textures
Since both my computer and I were struggling to get a proper unwrapped UV from simple frogs (let alone an alien one), Rory the resident-3D-wizard kindly unwrapped the Phrog UV for me and I got to work painting it in Photoshop. Here was where I explored a bit more creatively, trying to stay true to the initial character design, but also implementing what I learnt from the frog tests.
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Main body textures |
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Inner mouth textures |
I made sure to use reference images as a foundation for a lot of these features while adding/mixing fantastical elements to it. I realised the texturing didn't have to be hyper-realistic, thanks to Rory's displacement map (from Mudbox) doing all the heavy lifting. I simply had to create the illusion of texture, like contouring in makeup to create 'pseudo-textures'.
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Some renders of the textured model by Rory |
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Some hitches along the way, I didn't extend the edges of the UV far enough in some places, resulting in gaps. |
Overall, I'm surprised and impressed at how well this process balances the technical and artistic sides, and I look forward to more 3D ventures in the future!