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# That's cool.
Maybe accentuate his brow and narrow his eyeball as he looks quite friendly at the mo! Unless he's a friendly dragon of course! :) I'd keep the eyeball separate as it will require a stronger specular map compared to the scaly skin texture. Mapping the head as well - in the industry what we would do is model HALF the head and planar map it all from the side, get your UV's all neat and tidy then export the UV map into Photoshop to then creat the facial texture perfectly knowing where your UV's lay in relation to the texture. You might get some UV stretching as well which is why artists use a checker map initially to see where you're getting skew-whiffy mapping. If you're going to render it fully then consider losing some 3D detail but make up for it with a Normal / Bump map. 1 diffuse, specular and normal map will be adequate.
(, Sat 30 Jul 2011, 19:59, archived)