Game Development Reference
In-Depth Information
In the Attributes editor go to the AC_AegisChung_Mat tab, click the Output/
Input button in the Color channel and click the Reload button under the
Image Name input field to get Maya to take another look at the texture
( Figure 9.51 ).
Figure 9.51 Final Maya results of AO pass.
Face and Head
So why the head now? Why not do the head before the AO pass? Well, that's
a good question, and you may choose to actually use the AO pass across the
head at the end. Generally there are some seam issues that surround AO passes.
Seams are especially problematic on the head, so I prefer to paint the face at the
last and place it over the top of the AO pass. It helps to keep the seams clean.
A quick note about resources. Taking your own photos for skin textures is a great
way to work, especially if there is a readily available model since he can always be
rephotographed for needed imagery. However, this isn't always feasible.
Just as CGTextures is my favorite source for nonorganic texture resources, 3D.sk
is my favorite human resource site. Take a look at http://www.3d.sk to find a
fantastic treasure trove of photographs taken especially for artists and game
designers of all sorts of different body types and poses. 3D.sk is a great resource
for the modeling process and especially potent for the texture process.
Figure 9.52 shows a quick visual sampling of the kind of resource available on
the site. Extensive studies of all parts of the body are available for download and
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