Texturing and Bad Layer Hygiene

Lately I’ve been obsessively working on texturing a model I whipped up in Lightwave a couple of months ago. It has been a long and painstaking process that has taught me much about texturing and painting. To the right is part of said project (not all textures are current versions), a rundown corridor that will be featured in more work to come. Eventually. Today I had an instance of bad layer hygiene that led to hours of work being lost. I’m taking a little break from this now.

 

For those that are interested in the software I use:

  • Lightwave (3D modeling)
  • UV Layout (uv mapping)
  • Photoshop (texturing)
  • Daz Studio + Iray (3D rendering)

Homework Army of Darkness Style

Fun Homework – WTF?

evil-dead-battle-die

I’ve had boring homework. I’ve had interesting homework (sometimes I’d even want to do it), but this has to be a first – homework I actually want to do, because it is fun! The concept is simple: create and texture a die. Of course there was no need to go all out. A simple generic die would have been enough for the task, but that seemed a little too easy. After a little humming and harring inspiration struck in the form of Evil Dead/Army of Darkness, and an idea for a nifty RPG die was born.

Haven’t seen Army of Darkness?

Making Army of Darkness RPG Die

Basic steps:

1. Model die
2. UV map die
3. Find suitable images for skull and “Boomstick”
4. Find brushes to add quick gunge and blood
5. Create texture
6. Light and render
7. Postwork

Tools:

1. Maya was used for all the 3D aspects of the project
2. Photoshop for texturing and post
3. Skull vector image. Image is covered by a liberal Creative Commons licence.
4. The brushes came from my own collection. Two sets by Diviney were used.