Foot:
Lower Leg:
Upper Leg:
Lower Torso:
Missile Pod:
After UV Mapping each section I applied a checkered texture. This technique allows me to match up each of the pieces so that they are all in the correct scale with each other (see below). I selected each section and scale the UV's so the checkered boxes were all roughly the same size. There were some slight distortions but when the textures are added it will not make a huge difference.
I then selected all the individual sections and temporarily combined them to lay them all out on a single UV map. I positioned them loosely around their groups, filling spaces where I could to maximize the use of space.
Next up, texturing. I started off by blocking out each of the metal "plates" with a stock green metal texture I created some time ago. I then used some blending properties with soft hard bevel creating a metal plate, then added in individual bolts using the bevel tool again. I repeated this multiple times to fill out the base metal that makes up the bulk of the model. I then added in more plates by removing the saturation of the green metal and repeating the same blending process.
I added in smaller details like bolts, vents, rivets and many other details. I then duplicated the entire texture and remove saturation and lightened it up. I hid it under the main layer and cut into the main layer with a eraser tool to create worn away patches revealing bare metal. I put a slight bevel on the edges to add a bit of depth as well as a reddy brown shadow to add some slight rust where the metal had been exposed. Lastly, I used another brush to add more rust and grime around the model, adding wear and tear.
Below are the diffuse, specular and normal maps.











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