major project technical paper v4
Post on 10-Nov-2014
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Ralph Texturing Process By Adam Webb
This Technical Paper will outline the process of creating a Colour, Ambient and a Normal map to
enhance the texturing process on a games model.
Technical Paper
Stage One Colour Map
Open up Photoshop with the Out UV of your model (in this example Ralph) and make a
copy and select (Screen) in layer type so you can see one through the other as shown
below.
Out UV Example of Screening Layers
Then create a new layer in between and use the paintbrush tool or create a texture tile to use or
clone off from. Once complete it should look something like the example image of a finished
texture map.
Ralph’s Colour Map
Delete the alpha channel and screen layer and then flatten into one and save as a Tiff file, Open up
in Maya with your model and select the geometry by right click and new material then click the box
next to colour and add your texture map in the file section and make quadratic is off. Select the
appropriate material type, in Ralph’s case a Matte.
Flatten Image Option Colour Option to apply Map
Then add a few lights into the scene, two directional and then any other lights needed as shown in
example, then go to render settings and choose Mental Ray and Production and produce a render.
Light Setup example Ralph Colour Render
Step Two Ambient Map The next step is to work on the Ambient Map, Hyper shade will need to open and then select
Surface Shader and Mib - Amb- Occlusion, the Occlusion settings should read 250 in samples, 8
in Spread, and 4 or 5 in distance and then right click model and apply in new materials – Lambert.
Surface Shader and Mib Amb Occlussion Settings and Links
Then switch off the lights and chose render in the top settings and Lights/Shading, Batch Bake (box
by the side) and enter the following settings: Tick Bake to Objects, select Multi Object, tick Bake
Shadows and use bake set override, change colour encode to Occlusion and occlusion range to 256.
Save it out as a preferred file name, then convert and close, this will take several minutes once done
the model texture will change.
Mental Ray Baking
Go back to Photoshop and find the ambient map in the project file, RenderData, Mental Ray, Light
map and open the colour map and put the Ambient map in the above layer and select multiply in
the layer. Then reduce the occupancy down to around 30%. Flatten this and save this as a Tiff. (Go
into Maya and click model, replace colour map with the ambient map and take a new render .
Occlusion Map Ambient Map combined with colour Ralph Ambient Render
Step Three Normal Map The Final stage is to add a normal map and before you begin this step Nvidia needs to be
downloaded from a site such as the one below, to be included in Photoshop .
Example website of where to download Nvidia
Open the colour map and select it and then find Nvidia tools which will open the generator settings, set
the normal value from 1 – 5 and use the preview option to decide which will be best and convert to get
the normal map.
Nvidia Normal Map Filter Normal Map
Go back into Maya and into Attribute Editor and texture map, select Bump and apply the normal map
and in the option ‘Use As’ select Tangent Space Normals. Make sure all lights are back on and go into
Render settings and change Gauss to Mitchell in Quality – filter and take a final render.
Applying Normal Map Ralph Normals Render
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