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dcoleman97

Swordswoman WIP 4: Final Modeling, UVs, and Texturing

I remembered last minute I had to add teeth and a tongue to the model, so I did that using a basic cube and subdivisions.

Shape it using orthogonal views...

Give her some canine lookin' canines...

And done! The tongue was a simpler process, just subdividing a cube and reshaping into the general shape of it.

Also remeshed the boots to be a bit less lumpy,. and a bit cleaner overall. This helped immensely during the unwrap.

Now, onto UVs!

I started by marking up all the seams that made sense, separating the fingers and cuffs on the gloves to keep things simple, and I ended up with a UV layout something like this.

Looks pretty good with the test texture! Now I can color it in and add detail...

To make things more accurate to the finished version, I added the shading first. This was SUPER fun, and I decided on a cel shaded sort of look for the character.

Looks okay with the color so far, but there's a big problem, the UVs the require the most detail (the face especially) are too small, so I had to resize them to make them look a bit better with a higher resolution space to work with.

Here's what it looks like fixed up, areas like the shirt, face, and other parts can now have a lot more detail in the texturing!

Changed the colors a bit, and edited the values and transitions on the shading to look a bit more consistent.

Next I used the Solidify modifier with a separate material, inverted normals, and backface culling to create a cartoon outline. Stylistically the model is starting to come together.

I went back and added a sepaate shader for the metal parts, focusing on more pinpoint highlights and reflected light on the back.

I then exported the texture to Clip Studio Paint and colored in the eyes, and she's almost done now!

I then added a separate glossy shader to the eyes to make it a bit more reflective, and colored the inside of the eyes black to create a better outline from various angles. Additionally, I added some extra texturing around the eyes to give them a bit more implied shape, so theyre a little less flat.

For the finish, I edited the contrast on the shaders to make it pop a bit more visually, and now she's all done and ready for rigging! May add more detail to areas like the shirt, or a separate shader for the hair, but for now it's good.

Next week: Rigging!




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