Game Development Reference
In-Depth Information
For our project, our textures for the set design were all constructed using real
photographs of real surfaces as the base. The clothes will also be done this same
way, so to keep the texture style consistent the technique used here will also start
with a photo reference. This technique takes a little finesse, but comes together
quite quickly and is easier than the final product would lead you to believe.
Step 1: Prepare the AegisChungUV for painting. In Photoshop, open the file.
In the Channels palette Alt/Command click the Alpha channel (to select it).
Back in the Layers palette, copy and paste the selection to a new layer called
UV Guide. Finally create a new layer and begin placing elements on that layer.
Tips and Tricks
Remember there really is no penalty to a whole lot of layers (assuming
your machine has the RAM to handle it). More layers usually means more
flexibility and quicker selections. Remember to group the layers and label
as they are built.
Step 2: Lay down the base textures for everything but the head. All the
textures shown in Figure 9.44 were retrieved from CGTextures.com. Your
choices may vary.
Figure 9.44 Base textures for all
Aegis Chung surfaces but the head.
Step 3: Save the file as a raw version (with all its layers) in the images
folder and another flattened version in the sourceimages. Both files can
be saved in the Photoshop format. Be sure to hide the UV Guide layer
before saving the flattened version. Save the sourceimages version as AC_
AegisChung_Color.psd.
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