Toy art

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3D Model

ToyArt

For this tutorial we are using PSD Extended CS5


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Files in this set

STARTING FILES 01

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Start planing in a 2D work sheet

You can start painting directly in this 3d model

WORKING PLAN

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UV MAPS

You can place your art here and then load to the model

PAINTING IN A 3D MODEL


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Files in this set

FINISH FILES 7 TOY SAMPLES SCENES You can place your work in a blank toy or in a finish model.


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Method of work 01

WORKING PLAN This model is by far the most complex I’ve done so far, the process of customization is done with a combination of various tools It’s always good to start with this plan, that can be easily placed in Illustrator


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Method of work 02

PAINTING IN THE 3D MODEL The 3D model can be painted directly with painting tools that you commonly use to paint a 2d surface. The brush, the lasso are perfectly compatible. You can find this model in the folder STARTING FILES. Made with several pieces allowing the reach at any corner, you can unhide only the areas you are working avoiding repainting the areas you already done. You can control this at 3D MESH window


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Method of work 03

UV MAPPING If you are familiar with terminology, UV mapping stands for the technique used to “wrap� a 2D image texture onto a 3D mesh. In the previous step, when you paint directly the 3D model, you are actually painting this UV map.


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Character customization WORKING PLAN

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This plan is good even if you are planning to paint in a real munny, just print and start painting in top of. 01 Let’s start with a basic shapes of our character, wrestling boy, open the file WORK PLAN, you can use illustrator or photoshop to draw your personage. 02 Open the file PAINTING MODEL

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Character customization 03 03 In tool box check first 3D OBJECT ROTATE TOOL in position place FRONT, ...

04 ...go to 3D ZOOM CAMERA TOOL in view place FRONT check in ZOOM CAMERA the camera should be ORTHOGRAPHIC use the ZOOM camera to zoom the object to get it closer.

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Character customization 05 Click in the 3D ICON BOX (A) to open the 3d panel controls or go to TOP MENU > WINDOW > 3D pick 3D MATERIAL list (B) then MUNNY (C) in DIFFUSE open Texture (D) 06 In the UV map let’s fill with a skin color in a new layer, close and save, your model have now a basic color.

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B C

A

D


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Character customization 07 Copy the front face and body from our personage paste separate layers

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08 Go to the 3D MESH hide the ears. 09 Select face layer, merge down layer 10 You can unhide now the ears 08

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Character customization 11 In the tool box select the 3D CAMERA ROTATION to check your personage taking shape.

A 11

Change custom view to front (A) to complete the front 12 Hide arms and head to merge down the body layer. 13 Check the UV map (if you down remember how to get there check step 05)

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Character customization 14 Go to 3D CAMERA ROTATION set view BACK, zoom view, paste the back side of the head and body.

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In 3D MESH hide all just leave the head, repeat the process you did for front side. 15 Go to 3D CAMERA ROTATION set view LEFT, zoom view, paste the lateral side of the head and body in separate layers. Hide in the 3D MESH the arms and ears. Use multiply filter to check overlapping.

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Character customization 16 In the head remove the overlapping areas before doing the MERGE DOWN LAYER.

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17 For the body I have to do the body color first then I did the belt to make the connection between from and back. Repeat the 18 To finish this character we have to fill all missing gaps painting directly in the model with the brush tool. 19 But first we have to pick in the UV map, the correct colors, with the help of the eyedropper tool pick

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Character customization 20 Use the path tool to precise select the areas you want to paint, then use the bucket or brush tool.

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21 Open the UV map to correct any gap you may find in the edges. 22 The final refinements must be done in the uv map.

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To customize all model you can use this method. Always use the 3D camera to rotate around the object, to zoom or move when you want to check your work.

uv map

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uv map

uv map


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Character customization 23 Once you managed to finisned your character open the UV map and save a copy in jpg.

starting work

3D model with uv map

final uv map


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Character customization 24 Open the finish folder included in this set, pick one of the clean models, there are 4 different materials that can be use. 25 Pick one, then go to 3D materials list, select MUNNY, DIFFUSE, select load texture pick the uv map you have done.

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Character customization

26 This what you will get, but you can control materials settings - REFLECTION - GLOSS - SHINE


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Change render quality If you check the render settings we have three levels of quality: - Interactive (Painting) for customizing purpose only - Ray Traced Draft for testing lights shadows and reflections - Ray Traced Final for high quality render and final picture Follow the pink circles, from top to bottom.


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Customizing your scene - 3D tools (Please check the QUICK TOUR tutorial) You can rotate the model to find the perfect angle for this scene, in. Be sure to pick the model layer, before starting using the 3D tools, then select in the TOOL BOX the 3D tool you need (01). (3D axis tool interface to rotate (02), scale...and more

One big difference in using 3D OBJECT ROTATION and 3D CAMERA ROTATION is the lights, the first rotation the lights stay in the same position, if you have the main light i in the right side they will stay, no matter the movements you make to this object. In the 3D Camera rotation you are moving

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around the scene, around lights and objects, and this only make sense to use if you want to do a animation, because lighting will change dramatical. In the character customization chapter of this tutorial we are using camera rotation because if we use 3D object rotation to move an object with some parts hidden, the hidden parts will not be affected by the rotation making the object dismembered.


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Customizing your scene - 3D lights (Please check the QUICK TOUR tutorial)

If you need to lighten any dark part of the model, change light intensity or change the light color

(01) Lights window (02) Pick the light you need to customize (03) Light intensity (04) Light color (05) Light control (05A) show 3D light in the scene (05B) Light rotation (05C) Light rotation tool

1 05C 02

03 04

05B

05A

05C


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Customizing the floor - Change color - Control floor opacity - Control reflection intensity - Hiding the floor

(01) Floor material (02) Floor color (03) Floor opacity (04) Floor reflection

FLOOR COLOR To change floor color, go to diffuse (02) double click in the color box or click on the texture icon to place a texture map

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FLOOR OPACITY You can control floor opacity (03) inserting a value in the box, 0% for hiding the floor, 100% to full opaque, or inserting a texture map (this work like a mask, black to hide, white to show) This models have a texture map to fade the floor with the background

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FLOOR REFLECTION You can control floor reflection (04) inserting a value in the box, 0% no reflection, 100% full reflection. HIDING FLOOR (05) To hide the floor go to opacity, remove the texture map, (click in texture map icon) and insert 0% value in the box.

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Render the final picture After concluding the customizing process, you need to render the final picture, where you can see the soft shadows, reflections... To do that you must go to 3D scene to change render settings, change Quality to Ray traced Final, follow the pink circles, from top to bottom and let the computer render the scene.


For any questions you can use the photoshop help or contact me through my email - colatudotudo@gmail.com


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