After doing the texturing for the doll in the film Praguiem, I was then asked to texture the main character – Antoan. He took longer to do compared to the doll, because I had to also design his look at the same time. I had to figure out what pattern to use for the gold bits of his coat as well as how to do the scarf and hair as the ‘look’ for him had not really been specified.
The first image below shows what he looked like without any texturing. The rest of the images are what each of the texture files looked like, some of them also had a bump and spec version.
Trouser/sock UV snapshot and texture.

Shoe UV snapshot and texture.

Coat UV snapshot and texture. For the coat I also performed an additional process, called ‘baking’. This process saves on rendering and compositing time, because it puts the ambient occlusion version of the object into the actual texture file/image, therefore you do not need to render a separate occlusion pass. The occlusion adds depth to the objects by highlighting the curves of the objects. The hardest part of painting the coat was probably figuring out how to get rid of the seams, for a good texture file will show no seams on the model. The seams are basically the locations that the UVs meet at when they are folded into a 3D shape.

This is the bump map file for the coat, it was just used to make the painted buttons appear as if they were sticking out like real buttons.

This is the specular map for the coat. This was created to make the gold lines of the coat appear more vivid and shiny to make it seem more golden rather than dark yellow/brownish.

Hand UV snapshot and texture. I was only provided with the small UV snap shot for the hands, which meant they would only be seen small in the film (meaning no close ups of them) and because of this I didn’t add nails because they would have taken forever to figure out where they should be painted due to the way the UV layout was made.

Face and neck UV snapshot and texture. Like the coat, I baked the face to give it more contours and definition. I also used a Photoshop brushes to create skin textures.
This was the face bump map file, it was only made to add a bump to his mole, for it would have looked weird to have a big flat mole.

Iris UV snapshot and texture.

Scarf UV snapshot and texture. I felt the way I painted the scarf made it look like it had a lot more layers to it, so I was quite pleased with this one.

Wig UV snapshot and texture. I had many problems with the wig texture. This is because the wig’s UVs were stretched in a way that stretched the hair strands to different widths in different places, so even if it looked fine on Photoshop, I had to keep going back and forth to make sure it looked good on the actual model. Also, because of where the UVs ended it was horrendously time consuming to get rid of the seams on the wig. I had to keep going back and forth between Maya and Photoshop and making tiny changes and then seeing if it got rid of the seams.

Antoan rendered – long shot.
Antoan rendered – mid shot.
Antoan rendered – close up. The hair seams were still there in this render because I had finished everything else so wanted to show the director at this point. I then went through the tedious task of removing the seams.
Antoan rendered – extreme close up. As you can see, the seams in the wig have now been removed!













