I'm thinking of doing a little personal animation project with hand-drawn textures. I know I once read something on this in one of the maya secrets of the pros books, but I don't own that one - just skipped through it at a friend's. Does anyone have any tips, pointers or references on how best to approach texturing & rendering on this?
very broad question, i know, but I'm trying to find some more ref before i dive into texturing here...
I'm actually still debating with myself whether I'll draw my textures with inks or in photoshop. I think real paper-based hand-drawn would be nicest, but also the most difficult from a practical perspective.
Let me run through what I'd have to do (so hopefully you can add or correct where I missed something):
- I'd have to do the UV unwrap first,
- print the snapshot
- draw on top of that using tracing paper or the like.
- then scan the drawn textures
- apply this, as you said, to both color & incandescence.
I'm thinking of trying Roadkill for the unwrap of my (fairly simple and low-rez) creature models, because I so hate working on UV's manually. Anyone any experience on this front?
Hi, David. Sounds like you've got it all planned out. One thing to consider, if you hate working with UVs, is the possibility of drawing your textures directly on the objects. You can do so using Maya's Paint Effects feature, or with several third-party apps. You still need UVs, but you can generate them automatically and don't have to worry about the configuration so much, since as you draw or paint past a seam the texture automatically picks up on the change in the appropriate area.
Unfortunately I don't have experience with any pelting software myself, so I can't offer advice on that front.