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Blood Knight focused making of tutorial: Advanced multi-channel texturing
show user profile  Zman
As promised, I've 95% finished making an in-depth tutorial of my texturing technique: MULTI-CHANEL TEXTURING (I've been working on it all weekend, stil didn't finish writing the last part).

Before I link it online (after I finish the last part), I'll be happy to hear your feedback.

check it here -

Over the years I've learned and developed my own solutions and methods for complex texturing. The blood knight is the second of several characters I'm making and since he's the one who experiences the battle up close and personal more than the others, I've decided that with him I will try to push my methods to add many details such as dirt, scratches, stains, blood, decorations etc' much further than before in a method I like to call "multi-channel texturing". My main focus on this character was the texturing / shading and in this tutorial I will share the process, considerations and a few other tips.

read 779 times
2/28/2009 4:30:01 PM (last edit: 2/28/2009 4:30:01 PM)
show user profile  Garp
Thanks for the effort :)

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2/28/2009 4:51:21 PM (last edit: 2/28/2009 4:51:21 PM)
show user profile  markoid
Thanks mate. Can't help but admire your texture work.... cheers

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3/1/2009 2:01:40 AM (last edit: 3/1/2009 2:01:40 AM)
show user profile  Zman
Ok, tutorial is done.
Feedback on what you think of my technique, clairity of my explanation (I know it is very complex, but still), presentation etc' is most welcommed.

I hope this will help ya'll when you have to shade something with a similar nature.

read 688 times
3/1/2009 3:32:07 PM (last edit: 3/1/2009 3:32:07 PM)
show user profile  Garp
You're gonna hate me >:( Ok, here I go.
While the technique is excellent, I found the tutorial rather confusing, making it look more intimidating and complicated than it is.

In a general manner, split the complex things into smaller simpler parts and state what you're about to do before describing how.

For example, you could separate the three main aspects:
- adjusting UV coordinates on an existing texture map instead of painting the map to fit a UV template;
- using map channels to define different sets of UVs for the different maps;
- using compositor maps (Mix or others) to composite the final texture.
Then follow with a straight forward example of your workflow using these three methods.

Then again, it was very late. And my english being what it is...

read 647 times
3/2/2009 9:12:06 AM (last edit: 3/2/2009 9:12:06 AM)
show user profile  Zman
Garp - nah, I apreciate the feedback actually :)
There are no three main aspects, maybe there are two - the material workflow part and the UV workflow part (I wouldn't really call putting a parameter inside the map channel a "part").

And I've decided to divide the turorial this way :
Part 1 - explain the general idea of the technique
Part 2 - give some info and tips about how to prepare your model and base material
(this is where the technique kicks in)
part 3 - as you said, "using compositor maps (Mix or others) to composite the final texture".
part 4 - as you said, "adjusting UV coordinates on an existing texture map".

People asked for an in depth making of this time so I went ahead.
This is advanced complex stuff, and if you want in-depth, there's a limit to how much I can avoid making it look intimidating and complicated.

I did put allot of effrot into making nice graphix and images so even if you are too lazy to go through all the text (I often am), you can get most of the idea from the images.

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3/2/2009 10:36:52 AM (last edit: 3/2/2009 10:36:52 AM)
show user profile  ssava
Beautiful work!
Love it! Scott Christian Sava

read 616 times
3/2/2009 10:54:04 AM (last edit: 3/2/2009 10:54:04 AM)
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