Thursday 13 February 2014

UV'ing and texturing of a Sci-Fi crate

This task was different to the others as the model was already made for us. The difference was that we were provided with a high poly model and a low poly model. The task being to bake the normal map of the high poly crate onto the low poly crate to make it appear as though it was a high poly crate.  The first part was organising the UV's. I looked at the presented method of laying them out and tried to mimic what I could see, there were a few exceptions though when I mapped it. 


I used X-normals and created an Ambient Occlusion map of the crate and also created a normal map of both of the meshes, it copied the high poly details onto a low poly UV map making it appear as though it was heavily detailed. As for the texture I used the AO map to aid me and overlayed multiple textures and altered them slightly with clone stamp and smudge. I used a variety of rusted metals, glass and even marble to create the desired effect. I reduced the saturation of the textures as though they were colorless and altered the layer modes to create the texture seen below. I was very pleased with the result. I wanted to add some decals to the crate to make it interested and went for some simple lines which i made sure were worn away using various eraser brushes. I also added dirt to the parts of the crate i felt would attract the most dirt and added some text to give the crate a purpose. I also added some graffiti in as though it had been sitting there unused for some time. 

  For the final Render I was really thrilled with the result. The marble texture I felt made it look cell shaded and the details on the crate were outlined. I tried adding more decals to the crate but felt it didn't enhance it in any way.

No comments:

Post a Comment