Monday, 23 April 2012
Final Major Project: The Tricks of Texturing
To the left is an image of a character from a well know video game but the key point of interest is the effect that the texture has.
When looking at the model where the mesh visible the first thing to note is that it's built up of tris rather than quads but also that the majority of the tris are located in the hair and face, with the least being from the waist down. This is most likely because the player will be seeing the waist up on the character most, a clever way of reducing the count of polygons.
When looking at the the middle model you can see that it's not actually that complex of a model and well within the ability of even an amateur modeller (who is experienced in using tris at least) with minor features such as the buckles on the coat being made of geometry.
Looking at the finalised model and texture is a strange farcry from the untextured model showing the wonders of what a well painted texture can do. The pockets of the trousers look as though they were modelled, the shoes look much more detailed that the plane model and really the quality of the texture really makes the difference to the model.
Luckily I've managed to stumble upon a maya file of this model, whether it was modelled by a fan or is the model from the developers doesn't matter as it's clearly been created by a 3d artist more experience than myself and by deconstructing it I think I'll have much more to learn and write about in later blogs but for now the main thing to take away from this is that textures make ALL the difference to a 3D model (Perhaps I may even try to a stylised texture for this model or even create my own version all together in my own time!)