Wednesday, 1 May 2013

#053 GAD BA6: Texture Documentation Part 3

With the diffuse textures finished, I began on the specular and normals. For the specular I desaturated the diffuse map and began using grey scale brushes to accentuate some of the details. I paid attention to metals mostly, making sure they all had an appropriate amount of dark and light as well as highlights. For the normal map I used nDo2, a photoshop plugin that converts photo textures in to normal maps. I flattened the image and then used the plug in to generate the normal map. Below are each of the diffuse, specular and normal maps.






Below are some renders with basic lighting. The reason why I haven't added in lighting in Maya is because they are not transferable to Unity. Although, I will add some in Maya at a later point for the final renders, to show them off.





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