Chapter 10. Creating the Textures

In this chapter, we will cover the following recipes:

  • Making a tileable scales image in Blender Internal
  • Preparing the model to use the UDIM UV tiles
  • Baking the tileable scales texture into the UV tiles
  • Painting to fix the seams and to modify the baked scales image maps
  • Painting the color maps in Blender Internal
  • Painting the color maps in Cycles

Introduction

In this chapter, we are finally going to create the textures for the Gidiosaurus character, meaning all the image textures that we'll need later, to build the shaders for the body and for the armor. Basically, the essential images we need are:

  • A grayscale reptilian scales image to be used as a bump map and to color the skin
  • Painted image textures for the skin diffuse coloration
  • A tileable image for the worn armor metallic surface
  • A bump image for the armor decoration patterns

In this chapter, we'll focus on the skin of the Gidiosaurus, and the last two textures for the armor will be treated in the next chapter.

The most difficult and tedious part is, no doubt, rendering the scales on the Gidiosaurus skin; I mean, if we had to paint the scales one by one. Instead, we'll try to obtain the complex scales pattern with the minimum effort possible, using a couple of techniques to speed up the work.

Trying to keep things clear, from now on we'll use two different texture folders: the usual textures one and a textures_making folder, where the latter is used to contain the images we need during the process to produce the final image textures.

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