Image Preparation


To begin, we will load in our UV snapshot and prepare the image so we can use it efficiently. We need to invert the UV snapshot so we have black lines on a white background. We can then use this as an overlay, guiding us as we paint underneath it.

1.

Open up Photoshop and load in the file called KilaHeadUV.tga.

2.

Go to Image > Adjust > Invert (Ctrl+I/Cmd+I).

3.

Now you need to duplicate this image and then create a separate layer with it, so first go to Select > All (Ctrl+A/Cmd+A) to select the entire image.

4.

To remove the selected image from the background layer and place it in a layer of its own, go to Edit > Cut (Ctrl+X/Cmd+X), followed by Edit > Paste (Ctrl+V/Cmd+V). This creates a new layer for you in the Layers window (Figure 9.2) called Layer 1.

Figure 9.2. Photoshop's Layers window


5.

Rename Layer 1 to UV Layout by double-clicking on the name itself in the window and then typing the new name.

6.

Near the top of the Layers window is a white drop-down list with Normal currently selected. The options here alter the way the layer is displayed. Change this to Multiply.

Multiply will combine the current layer's colors with the ones underneath it. Multiplying any color with black produces black. Multiplying any color with white leaves the color unchanged. So in effect you have the black outlines in this layer while the rest of the layer appears transparent.

The initial preparation of the image is complete now. In the next section, we'll apply the base colors for our texture.

Texture Page Size

If you have the time, I recommend doubling the size of your texture pages before you begin painting. It can be difficult to include lots of detail in a smaller page. Painting it first on a larger page and then sampling it down will improve the overall image quality and retain most of the original's detail.

As a project progresses, you may be asked to provide some publicity renders for marketing; these might be used for magazine covers, POP displays, and Web site wallpapers. These renders will all need a better texture quality, and the characters will look much better if rendered with the larger texture pages.




    Game Character Development with Maya
    Game Character Development with Maya
    ISBN: 073571438X
    EAN: 2147483647
    Year: 2004
    Pages: 169
    Authors: Antony Ward

    flylib.com © 2008-2017.
    If you may any questions please contact us: flylib@qtcs.net