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Above we find my completed image rounding off th eflesh tones, adding some 'riddled' muscle mass particuarly amongst his abs to add realism. I have not made this a 'realistic' flesh tone due to the fact we are focusing on having the flesh tones match that of the Quake palette's limitations. This Image is ready for conversion to a paletted image. If you look closely you will find that I have actually created some darker areas where recesses might exist. This is one of the polishing touches that helps make any skin look better and more realistic. It is very important when creating 2 dimensional art to use realistic shading techniques. Your 2D skin will be providing all the realism for someone's 3D model. Finally I will show you how this
image looks with the Quake palette loaded on it compared to the Quake2
Palette.. showing how it can look better having designed it to target the
Quake Palette.
NOTE: All this images are considerably larger than they would be for Quake or Quake2. They have been made purposfully larger to help show you in detail the painting process. |
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Copyright 1998-2000
Carl Kidwell
Melkior@studio-erebus.com