Game Development Community

A little texture help

by Joshua Walker · in Artist Corner · 10/31/2007 (7:35 am) · 6 replies

This is more a generic texturing question, but for the last four months I've been working on one of my main characters. Now I'm a little new to 3D texturing, and I think I got the hang of it, but I'm having problems giving my character some depth.

Here's a picture of my progress.

krythic.typepad.com/photos/uncategorized/2007/10/25/kshade.png
Now I like the shading I've done under the eyebrows and around the chin. (Please mind the seam on the underside of the jaw, that's actually where the texture seam is at and I haven't shaded the neck yet.) Also I've added a hint of pink on the cheeks and lightly colored in some highlights. Don't worry about the black fringes at the edges of the hair. Those are supposed to be transparent, but the effect is not rendered in the editor here, only in the game engine.

The big problem is I can't seem to make her nose stand out. Everything I try makes it look like she has a grubby face. Now there are some challenges. First of all the model is symmetrical. Anything done on one side is automatically done on the other. I can't have a shadow only on one side of the face.

Can someone point out a way to make this look like it has a little more depth. How should I shade the nose? Can you also nitpick at other glaring issues you see with the head?

Thanks for your help.


== EDIT ==
Here is the current UV map I'm using for the head, feel free to scribble on it.
krythic.typepad.com/photos/pineapple_photos/face.jpg

#1
10/31/2007 (9:25 am)
Have you looked at your model in the engine? While doing some shadowing in the texture is ok, and good to do, the lighting of the model will also help out while its in the game. I suggest you take a moment, export the mesh, and see what it looks like in game under just the "Sun" light.
#2
11/01/2007 (12:08 am)
Importing it into the game looks OK, but I get blochy shadows when I use the in-game light

krythic.typepad.com/photos/pineapple_photos/shadow.png
krythic.typepad.com/photos/pineapple_photos/bloch.png
krythic.typepad.com/photos/pineapple_photos/bloch2.png
She also looks a little too brown and off-color. She is also way too flat-toned-
#3
11/04/2007 (11:35 am)
Hey man,

Looks good so far - I agree that it could use a little more depth. I wrote a tutorial on how I go about painting skins. Perhaps you may find something useful in it...

www.pig-brain.com/tut01/tut01_01.htm <-- tut
#4
11/04/2007 (12:11 pm)
See? Look at all you know now =) Only reason i suggested it is because you need to find out what the lighting system will do as far as lighting while your "painting on" shadows to the Texture. For instance, the shadow under the chin, if a light is ever low enough to light underneath, your "Burned in" shadow will still be present.

Just things to think about.
#5
11/04/2007 (7:09 pm)
Actually, I'm going with a toonshader, I'm in the process of recoding Torque to see what kind of results I can get. For some reason I'm not happy with the default lighting system in Torque.
#6
11/05/2007 (12:45 am)
Here's an update...

krythic.typepad.com/photos/uncategorized/2007/11/04/kaotoon1.png
This is with the engine patched with a toonshader. Right now it's a hack, but more in the direction I was going in. The lighting kit is really saturating the model. I'm most likely going to be turning that off so I can use the more ambiant look in the first post.

Also, the outliner doesn't like transpenencies at all.

I wonder, is there an easy way to tell the engine to outline only a particular model type? Maybe reading an attribute that is embedded in the DTS?