Tuesday, 30 April 2013
UDK
Finally here are my renders from UDK. I decided to go with midday map, just lowered a brightness a bit to create more dramatic look. I think this lighting suits my diorama the best.
Diorama textures
Here is my diorama in Maya, fully textured.
Diffuse and Normal maps. All normal maps been made with xNormal from bw images by using Leavon's technique. When I needed more depth I just changed the mode to 16 bit and overlayed the normal map few times with a bit of gaussian blur. For wood textures I used a bit of surface blur on the bw image before converting to normal map to avoid to noise.
Barricades+ med kit
Flag+ weapon box
Ground edge+ spiked wire
Ground
Snow texture for vertex painting
Diorama
Here is my diorama fully modeled and unwrapped.
Barricades + med kit UVs
Barricades + med kit UVs
Barricades Lightmap
Flag+weapon box UVs
Flag lightmap
Ground and ground edge UVs.
My diorama consists of less than one 1024x1024 texture. Here is my split up, 5 textures in total if counting texture for vertex painting.
Texturing
My base texture for FV432. I used Difference Clouds and then played with filters.
Clouds->pixelate (or crystalize for more round look)->Cutout->Water Paper or Sprayed Strokes.
Clouds->pixelate (or crystalize for more round look)->Cutout->Water Paper or Sprayed Strokes.
Base iron texture for tank treads.
Everything else was matter of painting scratches,dirt,some decals and material shift by changing values.
Normal Maps
For Normal maps I first created all the high poly bits that I needed and then baked them to the plane.
To help me place all the normals in the right place I mainly use AO map, in the beginning my normal map resolution was 2048 and then I resized it to 1024 with bicubic sharper mode.
I also made normal to cavity conversion in xNormal filter.
UVs
In this project I've used a lot of overlapping UVs. It worked this time, but I need to be more careful in future. The obvious advantage of this technique is UV space saving, on the other hand there are 2 minuses, 1- loss of variation (doesn't really matter for parts that not suppose to draw attention) 2- lots of seams, works especially bad with UDK.
Example of how UVed smaller wheels that almost not going to be seen.
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