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Facial and Humanoid texturing options consistent with NWN2 content


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#1
Eguintir Eligard

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I am looking at this time, to texture a head model. I am finding a serious lack of tutorials for this, other than one's that involve using a real life picture and wrapping it cylindrically onto a head model.

 

There are a number of problems with this approach, but I will tackle #1 only. NWN2 models do not look like they use real pictures... its high in quality but they are still decidedly mildy cartoonic in style, going for solid colours and smoother details more than gritty realism.

 

I want my head to be the same. What are the names of this type of texturing that I could you tube. I tried looking up texturing cartoon head, etc. Then I get only very ridiculous cartoon tutorials.

 

I have come up with a few techniques just out of my head I would like to sound off some people here if you can't provide me a tutorial.

 

-Use a skin image pattern and paint the whole head.

-Smudge the bald head (non face part of the head) so that it is smoother with less mottling, shinier

-Use a layer with actual ears to act as a ear-overlay for the skin on the ears. Haven't perfected this... anyone know how to adjust the ears to show through more?

-Colour select to remove eyebrows from a face photo, place them on the head in a new layer where you want them

-Add a redish tint on the face where skin is thinnest... ears and lips, maybe cheeks?

 

These are things I came up with but no idea if its a sound process. As I said I haven't gotten the ears to really show through much as an overlay. They eyebrow thing is just a theory right now.

 

Please let me know how I can complete and better these techniques or replace them entirely with a better workflow tutorial. I do know about lighting maps already.

 

The other question is should I bake a real normal map from 3d...or not. I want to use a lot of the facial details as a normal map, and they are coming from 2d textures, and I can only have one normal map.

That said, if I use a normal map generated from the textures, would it still make sense if I bake a lighting map from 3d means? This part is really hard to grasp. If my facial details are their own bump maps but the lighting is based on them not being bumps, will the shadows be wrong. Perhaps there is a 2d texturing method to just darken parts of the face.

 

Anyway this whole process is holding back project fatty (as I suspected) so please let me know.

 

 



#2
Tchos

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I thought the one someone linked before was very good:

http://www.michaelda...repainting.html



#3
Eguintir Eligard

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This is where I got loose ideas from, but his picture seems excessively cartoonic in the end. Does anyone happen to know how NWN2 models were textured or at least have a good theory? I'd like to do the same for consitency.



#4
Tchos

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The design of NWN2 was based directly on the illustrations from the 3.5e Monster Manual and presumably other official art and sourcebooks, so if you want a more concrete example to shop around, use those.  I think it'll be hard to find a tutorial that matches an exact style, but I thought this one was close enough.  The techniques would be the same in any case.



#5
Eguintir Eligard

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alright. Guess Ill just see how bad my art skills really are



#6
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I am surprised how much better my half-butted collection of techniques looks now:

 

FATTYFACE.jpg

 

I think he does look fairly consistent with NWN2 now... the face is actually a detailed texture from a real skin photo, but from in game distances it more or less serves to just break it up from being one solid shade. From any vantage point, it looks like a simplistic, low variance colour like the rest of the head models from stock.

 

Other than the eye brows next, I think the only remaining issue is that his face is lit up like christmas.

Is this only because of the lack of a lighting map? How could I address this. There is no glow map so I don't see why it should glare like I've set it to max glow.

 

I know I can bake a 3ds max map, but prefer not to since the rest is being done with 2d tools only.



#7
Tchos

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You may have an all-white alpha channel in the normal map.  That controls the specularity.  It should have a nearly-black skin texture instead.



#8
Eguintir Eligard

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Thanks. That was definitely my thinking but it turns out the lighting/colour settings in 3ds max play a big role, even after your put a bitmap in there. So I set everything to mid gray lighting.

 

FATTYFACE.jpg

 

Starting to look human! I am still very surprised. It's basic, and not "hand drawn" artistic style, but it does look good enough for what I had envisioned at the onset.

 

As I see this, I can see either his neck is off center or his shirt needs to be coloured with more skin on the right to look even.

Doubt it's the former.

 

It's kind of neat how the face matches exactly even though I didn't bake a lighting map... game lighting seemed to give it some lighting depth.

 

The only issue here now is my tint map... red for skin is fine in the head, but I used green for eyebrows but eyes and facial hair or hair seem to be confused. It's all weird.

 

The eyes somehow stay white which is great, but the eye colour changes based on facial hair. I'll have to tweak this somehow. Tweak = figure out how to work all the slots for the right colour.