So much work to do so little time. I think I have about a week’s worth of work before I call these down. Then I am kind of stuck with no idea what to do next. I want to do more character work but regular sized anime style characters .
I’m about half way through with the Cammy model. so many things are still missing like the leg camouflage paint. I took a break on the chun li model because I want my eyes to rest so that when I come back to it I can spot my mistakes and fix them.
Both, I use Blender’s texture painting tools that are now in the 2.72 builds. I paint on the 2D UV maps in the image editor and 3D model in 3d view. The work that I do in Krita is because of a lack of a Photoshop style layer stack in Blender.
I am calling these ladies done. I could still keep on tweaking but I think I have learned enough.
Nothing fancy just a hard round brush and a soft round one. In Blender I use the same but set according to XRG’s tutorial(the one with the wall column).
I reworked this dude a bit over the last few days to try and test the new ptex branch but I thought I would have some old fashioned UV fun with him as well.
Started on a hand painted diffuse map, with a normal map baked in cycles. But I think I want to tweak my high poly a bit sculpt some stuff deeper and add some high frequency details.
Rendered in Cycles because I suck at rendering and my Blender Internal works always end up looking like a pile of horse shit. Note also that I forgot to remove the subsurf modifer so he is not strictly speaking low poly in this rendering