|



Eventually I'll write up a detailed how-to on creating these images. Right now I'll just say that the sword-breaker itself was modeled from scratch completely in Blender.
The textures were applied via the UV Unwrapping method, meaning that I mark the seams of the object, and Blender "unwraps" it by cutting it apart where I specified my seams. Then I export a raster file and open it in Photoshop.
Using the template provided by the unwrapping, you can place your textures where they need to go, then import your new image back into Blender. As long as you don't re-size the image, it will fall in place perfectly when Blender "re-wraps" the object. You have to do this for each piece that will have a different texture.
To get a little more realistic texture into the objects, I used the "bump-mapping" feature. The same texture files I used earlier, I duplicated in grayscale format. Then I really blast the levels in Photoshop to get a lot of contrast into the image. Doing this causes the light to interact with the object as if the lighter areas are closer and the darker areas are farther (essentially), creating the illusion of more relief and shadows, etc. than really exist in the mesh of your model.
The sword-breaker and the background were rendered in Blender. The water and the figure's shadow were added in Photoshop.
My goal is to do more and more of the actual work in Blender, so eventually I'll end up with very little post-work to be done in Photoshop.
|
Comments