Wednesday, 1 May 2013

#055 GAD BA6: Texture Documentation Part 5

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 is the diffuse, specular and normal maps.


Below are some renders with basic lighting. Like I said, the reason why I haven't added in lighting in Maya is because they are not transferable to Unity.

Robot Chassis

Chain Gun

Chain Saw


Circular Saw

Spiked Drum

Flamethrower

Rocket Pods

Shunt

Pneumatic Spike

Below are two examples of robots that the player could create. It combines a chassis, front mounted weapon and a top mounted weapon.

Tracked robot chassis with flamethrower and spiked drum.

Treaded wheel robot chassis with chaingun and shunt.


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