Through the images above hopefully you can see the stages used to create the texture. It began just blocking out the colour to ensure it worked as a finished product. Following this, layers were added in PHOTOSHOP to add the needed wear and tear. The hardest of this was to texture inside to make sure the difference between cloth on the seat and the harsh metallic surface of the controls could be seen and recognised by the gamer. The scratches and splashes also added a particular challenge however, especially trying to get the UV shells to match up without seams showing. However, through trial and error switching between MAYA and PHOTOSHOP I believe this has been achieved successfully. Another challenge was making the glass look glass. A transparency map was added to achieve this.
I then added a normal map to help add subtle detail into the surface of the model:
After the diffuse got to a point I was happy with, I began adding a spec map to it which produced the following results:
With the Spec added, it adds a professional feel to it and will mean that in the game it will have a metallic gloss to help portray the texture of it.
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