Thursday, September 15, 2016

Learning How to Texture

As an aspiring Video Game Cinematic Artist, it's important for me to not only be savvy in 3D modeling programs like Maya, 3Ds Max, or Z Brush, but also know how to manipulate texturing programs to create hyper-realistic (or as close to realistic as possible) textures for my models. After all, the point of a cinematic trailer is to show how awesome the game looks with the technology we have today. As an artist that likes to pay close attention to even the smallest detail(s)-despite my very sketchy drawing style-I'm hoping this helps, rather than hinders, me in the long run.

I recently just began the texturing section of my 3D modeling class, and I hope within a somewhat short amount of time-at least before I graduate-that I can learn how to not only make, but enhance the textures to a point that they look real and, to an extent, professionally made. Granted, I'm still just a student, but if I want to be a cinematic artist for video games, I need to get it as close to real life as possible (this changes depending on the style of the game, of course).

I would have to say I'm pretty excited to start the texturing section. My class is building a level based on the theme "Renaissance of Machines," and after modeling and unwrapping our modular kits, we are now on to creating textures for the walls, stonework, fresco, plaster-anything that might be needed to make the finished versions of our levels. I know I won't be making the most amazing looking textures-I've never even used Maya until this class-but I definitely am going to try and get it as close as I can.

I would also like to point out that I've never used Maya until this semester, and I felt pretty accomplished with the models I'd created for our modular kit, especially when I received a B for them. I will hopefully post pictures of the models soon.

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