Making of Space Mariner by Luiz Alves

In 3ds Max I uploaded the displacement maps using the Displace modifier that allows me to see the details directly in the viewport.



Part 5: UV Mapping - Before starting the mapping I thought to create simple UVW map projections, but that didn’t allow me the details I wanted in my character, then decided I would do the UV mapping of all the parts. Imagining that each map would be extremely difficult to piece together each object that was forming separate groups of meshes that could be mapped at once. As the mesh was too complex to export to the Blender 3D, which could quickly generate the UV’s so simple and organized, after completing the mapping only exported back to the 3ds Max.



I created several groups of UV’s that facilitated the process of organizing maps and allowed greater control of the models in 3D studio max viewport.



Part 6: Texturing - To paint the textures I uploaded the maps in UV’s in Photoshop and painted the details by hand, to let the textures with a more realistic look I usually mix the paint made by hand with a real texture, so that the details are added and providing a more beautiful look. The textures were painted in sizes ranging from 1024x1024px. and 3000x3000px.






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