Monday, 27 November 2017

Toolkit - Texturing and Modelling Tips

Today in Jordan's class we looked at texturing and modelling. To texture you need a square image with flattened UV's (that you can get by taking a UV snapshot). It needs to be in the ratio of 512x512 at the lowest, but preferably 2048x2048 and 4096x4096.

We also learnt a few tips about modelling, and how to start. First you need to block out the environment by making the larger structures first, keeping them simple. Then it's good to identify the focal point and make a new camera to put in, so you can see what the best angle is, and what you need to model. There's no point in modelling something that you can't see through your camera! Then, once you've locked down the camera, you can start working on the modelling, defining some more details and then moving onto texturing, lighting and rendering. I thought these steps would be quite good to follow so I've put them up onto my blog so I can refer back!

Throughout the lesson we were shown lots of different artist by Jordan, but one of them especially caught my eye. His name is Eran Hilleli and I thought his work was really eye-catching: not only his environments, but his characters he has modelled have a colourful and simple style that I'd love to someday replicate in my own work. 

After looking at his blog in my spare time on Tumblr, I was really interested in some of the techniques he uses. I like the look of having the image 'grainy' and 'fuzzy', and I wonder what Hilleli has done to achieve that. I think it's a really interesting effect! Here's some examples of his work.




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