3D CHARACTER SHADING
For the character’s UV split I chose to split a piece of the same colour, but since I needed to start drawing the texture directly on the UV subsequently, the UV couldn’t be too small, and some parts that needed to be meticulously hand-drawn were taken out of the UV separately. but since a lot of the UVs needed to be hand-drawn, a single figure wasn’t split into many parts, and that’s one part that I didn’t do too well.
When drawing, in order to end up with a more 2d into 3d look, I applied a 2d mindset to the entire uv mapping. I first put on a base colour because I needed to have a layering effect, so the colour of his scalp was different from the main one, after that I also used the 2D method to put on a gradient first before shadows, and after that a layer of highlights. Also in testing, I found that some models make the light from the skin come through the hair, so I put a flesh-coloured gradient on the base layer to try and make that effect. Only after that I put on an extra layer of a darker colour, but less saturated. As a distinguishing shade, and because the original hair colour of the character’s design was a bright red colour, which is noticeable in the case of the BASE COLOUR, but there’s no guarantee that it will be in the final render, her highlights are the most saturated shade of red.
I also referenced the 2d idea when drawing on the body, but because the gold decorative strips are flat, they needed an extra layer of black padded underneath to show off the shadows. But then the clothing treatment needed some gradients, so later on, on his chest, I hit a layer of warm light clothing, which last time was a loud gradient.
And some of the details, because the clothes are creased and the modelling is flat, many of the creases need to be drawn manually and the colours deepened manually to create shadows. And for some of the patterns, the way they are handled in some games is to simply paint a layer, while others will trace the edges. But my sec model doesn’t stroke very well, so there are places where he is not stroked.
And some shadows on the model that won’t be caused by the rendering, I need to think about the direction of the projection and the size of the projection, so the shadows on the skin and some props are also painted directly on the texture.
The result of applying 2d thinking the final product looks like 2d being referred to 3d modelling software.