The 3D modelling aspects of the development consisted of the same techniques used when producing any scene but texturing which is where the material takes place was a very new subject for me, as previously stated my aim was to produce fully hand painted textures for this 3D environment. But due to time constraints and my current skill level of hand painted textures I was unable to fully convey the desired visual style.
To counter act this I used a very simple but effective technique I produced the textures as I would when developing for a photo realistic environment and used the photo shop filters to convey a more hand painted style. this worked very well keeping the realistic information from the photographic reference helped the textures really come life while keeping the effect of a comic book style, Refer to image below for texture.
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| Comic book visual style - Texture Work |
Although this simple technique has worked in this instance I will plan to work on my hand painted texture skills as this will allow my texture to become more unique and in gaining this skill set could lead to future opportunity within the games industry as I will have a wider range of skills.
To fully convey the cell shaded effect within my scene, I used Unreal Development Kit (UDK) to develop a shader material which is used within the post processing settings to give all assets within the scene a black outline This black outline is seen throughout various cell shaded video games and comic books and this defines the sense of a hand drawn environment.
My finished scene has potential to be used within my final reel as it does show a sense of variation with my texture and the overall design approach it may benefit me to use this also within my portfolio as varied works shows I have the ability to work in various situations.
The next series of images consist of my final scene renders which offer a comic book visual style.





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