Upgrade your Skin Textures
Learn how Weta digital artist Tom newbury textured a big mean giant
COVER LARGE AREAS
When i do my first pass of texture projections, i try to cover large surface areas in a single projection. This will reduce the amount of seams and clean-up needed at the end of the process and it also allows me to get broad coverage quickly in the beginning of the texture process.
To make sure you are getting the most resolution out of your projected texture, zoom in relatively close to the geometry. This will make sure you are getting the most out of your paint buffer’s resolution. if you need to zoom out while projecting, just increase your Buffer size under the Painting Channel in Mari 4.0.
Once you have finished projecting all over your surface, make sure to view your model in the flat shaded view. This will make it easier to see areas where the texture may be stretching or where hues don’t blend correctly. i call this the clean-up process.
A TILEABLE TEXTURE
The texture you are projecting may not always have the regions that you need from your character. For example, if the subject in your texture has hair, you won’t have much real estate for the scalp. i will create a tileable swatch in Photoshop using a small region of the forehead close to the hairline, which i then bring back into Mari to tile all over the scalp.
i usually use the large soft brush that comes with Mari when projecting skin. This can be found under the Basic Brushes tab in the brush palette. if i want a more textured feel to the transitions in the texture, i will also use the trex brush that is found under the Organic tab.
SCALE IS CRITICAL
When projecting on a face, the scale of the texture you are applying is critical. Try and use landmarks to make sure the scale of texture is consistent to the reallife scale of the photo you are projecting. For example, if i was projecting on the side of the head, i would line up the texture with the corner of the eye to the edge of the ear.