Tham khảo tài liệu '2d artwork and 3d modeling for game artists- p11', công nghệ thông tin, kỹ thuật lập trình phục vụ nhu cầu học tập, nghiên cứu và làm việc hiệu quả | This page intentionally left blank ease purchase PDF Split-Merge on to remove this watermark. CHAPTER 12 Shinning THe SLocre with Deep Paint 3D and Photoshop e purchase PDF Split-Merge on to remove this watermark. 476 12. Skinning the Slogre Continuing with the compound asset-design path this chapter picks up where you left off in Chapter 6 U-V Mapping the Slogre with DeepUV see Figure . Here you ll use your newly developed U-V texture map to texture the slogre in both Deep Paint 3D and Photoshop. In this chapter you ll use Lars sketch of the slogre in combination with the 3D mesh you created in Chapter 4 Modeling the Slogre Character with trueSpace 6 to develop an eerie otherworld-style skin texture for the character. Figure shows the completed texture applied to the slogre. In this chapter you will Dissect the slogre sketch and consider texturing possibilities. Receive an overview of what texturing techniques you ll be employing. Link 3D Studio Max DeepUV Deep Paint 3D and Photoshop to create a fluid texturing operation. Use Deep Paint 3D to assist your 3D texturing in conjunction with Photoshop. Texture the slogre using advanced texturing techniques. Figure This stage in the compound assetcreation process. ease purchase PDF Split-Merge on to remove this .