Raymond
Demo: Green Dragon

Articles with the tag: Texture Painting

Character modelling: texture painting

To judge where to paint the markings on the texture map, the schema could be applied as a texture using Blender. Due to the schema's directional nature, a simple projection might be sufficient. Will try with the profile view.

Update: I didn't end up doing this, but found it helpful to paint a rough guide to the dragon's markings using Blender's texture painting tool. I could then export the unwrapped UV with rough markings to be properly painted in a painting app.

Painting rough markings directly onto the 3D as a texturing guide.

The markings appear on the UV texture image.

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Modelling the character: texturing

On texturing:

I thought I'd go with a procedural texture using the shader for the primary green colour of the dragon. Animals often have a darker colour on top and a lighter colour on the underside for heat dissipation, camouflage, et cetera. The shader can work with directions to produce a darker green on top.

On dragon skin texturing:

Scales can be painted on the UV map, but for this to look realistic the demo should ideally support normal or bump mapping. A layering of noise (such as Perlin noise) could be used as a rough substitute for normal mapping support, and would resemble the Perlin noise effect I generated using a third-party app for my Flight project [link], only this time the noise would be generated during gameplay in a shader.

Eyes and markings will be painted onto standard texture maps generated by Blender's UV unwrapping functionality.

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