Wednesday 12 February 2014

The Pursuit: Walls and Floor

Instead of grabbing textures from the good old Google, I decided to try and make these textures from scratch with the help of "Game Environments and Props" by Michael McKinley (2010). The technique involves creating the texture high-poly-brick by high-poly-brick and then baking that information onto a place. This way, I can have complete control over paving patterns for the floor tile as well as deterioration/ wear and tear of the bricks for the building. The diffuse, normal and AO maps were created and modified in Photoshop to enhance them further. What worked especially well was creating a normal map through Crazy Bump of an existing photograph of brick and then layering this over the normal map created in Maya to give extra detail to the grain of the brick and stone. I then placed the final normal map back into Crazy Bump to help modify and control the intensity before arriving at a finished product.

In terms of the diffuse, the original black and white image created in Maya was layered with the AO map to add definition to the detail before layers of tarmac, stone and cracks were placed on to add realism.


Looking at the texture placed into the scene, the normal map reacts well to the added point light from a distance, but whether or not a displacement map is needed will depend on the decided shots from the director which is expected shortly!


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