The final render of my project. I’m very happy with how this came out.
Programs used include Maya, Modo, Photoshop, and nDo. This includes the normal map, ambient occlusion, texture/color map, and specularity map. The model is just under 5,000 tris (the high poly was just over 1.2 million). All maps are 2048px.
Any feedback is very welcome!
Based on concept art by Izmojuki.
The normal map, ambient occlusion, and color map are finally done. I have my first attempt at a specularity map on there as well. This whole layered map thing is pretty brilliant. My original high poly model clocked in at around 1.2 million polys. This model is just under 5,000 tris and it has MORE detail and looks almost as good.
Based on concept art by Izmojuki.
Almost there.
Based on concept art by Izmojuki.
Almost done with the texturing, I think. I want to add a few details like maybe a dent or two, or some graffiti, but otherwise it’s there. Then there’s the specularity map, emissive map (hopefully), and some proper lighting.
Another version of the previous sheet, this time without the backdrop for clarity.
Messing around with Modo’s renderer using some preliminary colors and textures, trying to get my head around how it all works. For as bothersome as normal mapping is, texturing and rendering is kind of fun once you start to get it.
Making normal maps makes me want to scream, it’s just so frustrating. Here’s what I have after three days of messing around with it and redoing it multiple times. I have no idea what’s going on with the rippling texture on the leg.
I have many questions for class tomorrow.
I haven’t posted in a little while, mostly because I’d hit a bit of a wall. I’ve been trying to get up to speed with Modo (a modeling package I like far more than Maya, or anything else so far), and also trying to figure out Normal Mapping and all of that. Normal mapping turned out to be the most frustrating thing I’ve had to do so far.
What you see here is the end result of literally days of experimentation with different methods and programs, and a lot of trouble shooting. I think I’ve got a much better idea what I’m doing now, though this still needs some tweaking. Modo’s built in painting feature is working well for some of it, though I’m sure I’ll resort to Photoshop before I’m finished.
For real this time, this is the final UV map for my bot. I took a screen grab this time just to show how this fits in the editor.
The finished UV map. Still not terribly exciting.