The texturing for Zmeu was the most tedious out of all of them. I used fill layers and masks as much as possible to give the scales some depth, but since the scale texture was mostly flat even in Zbrush, the shadows that I could create using the Curvature and Ambient Occlusion maps were limited.
Therefore, I had to manually paint the top of the scales lighter to give them some dimension.
I used the Dirt generator to get some deeper shadows into the cavities, as well as give some texture to the scales and skin. I had to mask some of it using a white mask, as I only wanted the shadows and dirt texture only in certain areas.
I painted the center of the torso a light colour and blurred it out using a blur filter.
I then used a fill layer with a mask editor generator in order to highlight the edges of the scales.
I then hand painted the shadows between the scales to give more depth, then used a blur filter to even it out. For even deeper shadows, I duplicated the mask and, using Levels, made the shadows closer to the scales darker.
I then used the same gold material I used on the Hero's chestplate to texture the necklace and the jewelry on the horns, as well as the armour on the claws.
I then textured the horns, highlighting the edges of the planes using a mask editor generator on a fill layer. I also added some darker colours and some lighter details around the eyes to highlight them.
When texturing the cloth, I used the same material on the Hero's shirt, only in a different colour and with a stronger colour on the position generator layer.
For the cloth patterns, I used Tatar traditional patterns from a stock photo website. (https://www.freepik.com/)
Since I wanted him to look foreign from the other characters, I used patterns from a different culture.
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