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Sooo, lets keep looking into the process of creating my 3D characters. Last time we focused on pure modeling, so here I wanna give you a overview to how you can pretty simply texture the character to look a bit 2D. As I create these to only be used as reference when 2D animating, I will take shortcuts and make things slightly less clean than if I were to render this as my final thing. 

Something I also think we can explore in future episodes is how I eventually animate the character and then sort of Rotoscope my drawings on top of it.

I like using a lot of different techniques when it comes to animation. I am absolutely no purist that thinks one way is the only way. I think sometimes straight up 2D animating is the way to go, and then sometimes taking a 3D approach aids the workflow a lot. I think knowing when to use what method to make the best final image is the key.

If you have any questions on some of the steps I take then feel free to comment below.

Files

Previews only

Patreon Video - Episode 27 - Texturing the Character

Liked what you saw and feel like supporting the channel? https://www.patreon.com/olofstorm Watch my short film ''Sensations'' here : https://www.youtube.com/watch?v=KQshCUkNaeE Follow me on Instagram @olof_storm What software am I using? Photoshop, After Effects, Premiere, Cinema 4D (Currently with Redshift) Music from Epidemic Sounds: https://www.epidemicsound.com/referral/cenl7b/

Comments

Anonymous

Thank you so much for these character videos! I'm actually learning this subject right now and these videos help a lot!

Anonymous

Great tut thanks! In answer to your question at 27mins, I think screenshot is the unofficial best practice. I use ShareX (free screenshot tool) as it makes it super easy for you to zoom into the pixels so you can take a pixel perfect screenshot of the UV canvas each time :-)

olofstorm

Oh thanks! Isn't that so odd that one cant export that view? That's a clever approach you have there, will look into that. In a way, a screen shot is often faster than exporting a image anyway so maybe it doesn't hurt using our method. :)

olofstorm

Hey Greg. Yeah that is a way, but here one doesn't get the UV mesh in the picture. The workaround used in this video is to fill all the polygon's with a colour. But if I have a more complex mesh it will not be as clear as to what is what. I guess a screenshot isn't too bad in the end of the day. It just feels a bit odd haha

Greg Beaudry

Hmm yeah I guess the screen shots the way to go then! You could try and make that panel bigger to get a higher quality?

olofstorm

Yeah :) full-screening it as much as possible would be smart. In the end of the day it just acts as a guide to know where I put my polygon's on the canvas. The texture size I can still make at any res. But yeah the crisper that reference is the more accurate I can be. Thanks for digging up the video !