Skip to main content

Maya Texturing Class : Game Barrel

 

Maya Texturing Class : Game Barrel

Texturing the barrel using one of Maya's game oriented materials was a good experience for understanding  how maps work within different types of rendering engines. The maps used where different however those that changes where similar to one previously with a few changes so understanding the new uses of these maps was easy.

On the technical side some of the thing we learnt where very useful and will be a big help later on when making my own texture maps, the main thing that comes to mind is the overlaying of the normal map in a way that lets us use multiple colour specific map.


Diffuse map


Normal map


Specular Map


This is how the barrel looks in view port after all the texture maps are applied, These maps create something that looks detailed and interacts with the light as if it is detailed while still only being very low Polly. this is so that game assets don't end up being information heavy and are able to run in real time, like in the viewport.


Comments

Popular posts from this blog

Major Editing

  Major Editing The process of editing the clips together was simple, as the timing wasn't overly important for comedic or dramatic purposes. The editing was a chance to push the found footage aesthetic while organising them in some sort of order, overall the visual and audios where finalised and set up ready to be presented.

Major Creature 9 Reflection

  Major Creature 9 Reflection Reflection: Working on Creature 9 was the fastest and easiest creature to make. After many attempts of trial an improvement, I have ended with a pipeline for the creation that doesn't run into any problems. Even so this creature was the easiest as I didn't need to add extra details to me normal maps through Zbrush because of the distance and setting of seeing this creature.  After 4 successful creature rigs I am know confident in my ability to create characters and creatures for 3D. This is a subject I was unsure about for a long time and as such approached with apprehension and respect to the difficulty. I Think this was a good thing in the end as my research of detailed approach to the process made me gaining confidence a slow and steady process ending with confidence in my ability.

Tool Kit 2: Physical Sky

Tool Kit 2: Physical Sky In this tutorial I learnt about the physical sky in Arnold and how it can be used to easily mimic time of day when rendering exterior shots for animations. Using a variation of elevation, Turbidity, intensity and Azimuth you can create the different angles of sky light you would see in real life. Other settings that can be used to push a stylistic approach include sun tint, sky tint and sun size. These can be used to create strange effects that are stylised and aren't meant to look photo real. Day1. Mid Day. Morning/Evening. Foggy Day. Stylised Lighting.