Sunday, 20 July 2014

Normal Mapping the Floor



Tested out Mayas normal-mapping, seems to of worked pretty well other than a wired scene appearing in the middle of the normal map like a crosshair for some strange reason. However it does make the normal map result more interesting to an extent, it gives it a more “mass manufactured” look; which is fine but it does get slightly annoying as its not 100% like the concept art.

With the normal map I took it straight into dDo and created a new texture with a metal plate pre-set for the colour and lighting. I then added little bits of detail such as scratches and general where and tear. I wanted the floor to remain fairly clean as having it completely dirty and worn to the bone wouldn’t of looked good. At the moment the plate appears to be slightly too reflective, but it works with the scene, as well as making the scratches more visible in the scene. This should work with the new PBR (physically based rendering) as the Marmoset viewer seems to work that way, but citation needed. Here is the current result with the flooring.



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