I'm going to hand paint the textures, and then figure out the various layers for fast skin shaders. Right now it's all using a basic lambert shader, no reflections or specularity. That will be changed of course. I like where she's going. In the concept she is very desaturated, black and white, the skin has no variation (and it works really well in 2D - but I fear that wouldn't be enough in 3D) So I'm adding some subtle colour.
Omg, texturing!
I'm going to hand paint the textures, and then figure out the various layers for fast skin shaders. Right now it's all using a basic lambert shader, no reflections or specularity. That will be changed of course. I like where she's going. In the concept she is very desaturated, black and white, the skin has no variation (and it works really well in 2D - but I fear that wouldn't be enough in 3D) So I'm adding some subtle colour.
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About Me
- Jon Stewart
- I am a video game artist at Dovetail games, working on Train Simulator 2014, 2015 and an unannounced title. I also graduated from the CG Arts course at UCA in 2010 with a First Class. www.jonstewart.co.uk
4 comments:
she's lovely, Jon :)
Thanks! Can't wait to get some sub surface scattering on her, going to make her nose light up red! :)
Hey man, I figured out the new SSS2 shader and it works great, email me and I'll hook you up with a scene file with shader set up on it..
I saw this on polycount and liked how it was coming out so figured I'd share.
tfermelis@gmail.com
Hey Tyler, thanks for reaching out man! Emailed you :)
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