So my main areas of expertise are certainly modelling and animation. I try to keep my skills practiced with as many aspects of the CG pipeline as i can, I enjoy getting outside my comfort zone and it's an empowering feeling to be able to produce every aspect of something yourself.

Normally though I confine this to my own work so I don't feel bad in the event of my output being sub-standard. So imagine my apprehension when Marc (the director of the grad film I'm working on) asked me to do some texturing for him.

The conversation went something like this:

In reality I was worried. If my abilities fell short in this instance I would be letting down Marc and the whole film rather than just myself, added to this pressure was the fact that Marc (who, I think it is fair to say, is a damn good painter) had already texture one of the assets and my work would have to match his standard.

My first reaction was the blub like a child but instead I soldiered on, I actually had quite a bit of fun painting the textures and they came out well. It took me back to my days of creating models for half life 2.

I think I shall do more texturing in the future:

The textures were created using a combination of photo manipulation and digital painting. We wanted aspects of realism in the materials we used on the machines but still maintaining the textured element of a hand painted texture.

I decided to use a grey scale bump map rather than an RGB normal map because of time constraints, besides nobody will ever see the ship close enough to tell the difference anyway.




Job's don't just happen to you. But it'd be nice if they did.
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