Ok, for the last four months I've been working on one of the main characters for my video game. Now I'm a little new to 3D texturing, and I think I got the hang of it, but I'm having problems giving my character some depth.
Here's a picture of my progress.
Now I like the shading I've done under the eyebrows and around the chin. (Please mind the seam on the underside of the jaw, that's actually where the texture seam is at and I haven't shaded the neck yet.) Also I've added a hint of pink on the cheeks and lightly colored in some highlights. Don't worry about the black fringes at the edges of the hair. Those are supposed to be transparent, but the effect is not rendered in the editor here, only in the game engine.
The big problem is I can't seem to make her nose stand out. Everything I try makes it look like she has a grubby face. Now there are some challenges. First of all the model is symmetrical. Anything done on one side is automatically done on the other. I can't have a shadow only on one side of the face.
Can someone point out a way to make this look like it has a little more depth. How should I shade the nose? Can you also nitpick at other glaring issues you see with the head?
Thanks for your help.
(The game BTW, is an adventure game that teaches Japanese. Kaori here is a Japanese girl you are stuck on a deserted island with after a disaster at sea. She can't speak English and you can't speak Japanese. You have to learn to communicate in order to have her help you survive on the island)
== EDIT ==
Here is the current UV map I'm using for the head, feel free to scribble on it.
=== EDIT AGAIN ===
After fighting in another forum I'd thought I'd add this. The engine I'm using does not do dynamic lighting, so I must paint the shadows on the UV map. I've had about five people tell me to "let the engine handle the shadows". I can't because it doesn't.
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It does, to an extent, but I have to give the UV map a little depth and texture to work with. I'm not making a game with the source engine or anything. Heck, it can't even use normal/bump maps. The most the lighting does is amplify the brightness of the polygons most perpendicular to the light source. No HDR/phong shading for me. ^_^
Actually, I have to shove the front of her hair down. It's not sitting properly on top of her head. I didn't realize this until I started texturing her.
3ds friend code: 2981-6032-4118
I grabbed yer pic and overlayed the areas I would suggest darkening up some.
It might be enough to just tweak the material properties of her face triangles and use smooth shading. You want the engine to think about the shading as much as possible.
Have you tried using smoothing groups to make the nose geometry stand out more?