Wednesday, 10 September 2014

Speeding up for Euro Gamer

OK so after some setback with internet and getting a spontaneous internship in an online portfolio company called "The Dots" which will be lunching on September the 25th. Work is getting harder to make time for, particularly since I’ve been working from 9am till 6pm which leaves little time to work on my project. However I have negotiated part days (one day working, the other not working) so I have more time to expand my skills and my portfolio content.

I ran into trouble when I was trying to create a normal map with the pressurized canister I had created since I started out with a low poly and kept it that way. In the end I managed to transfer the vertex smooth groups into a normal map after creating a duplicate model of the object and centring both of them after naming them in the “Transfer Maps” tab of Maya 2014, shortly after creating a Tangent Normal map and an Object Space Normal map. Once this was complete I then used Quixel’s FBX material file to define colour groups to the object to create a colour map. Once these where created I then opened up nDo and defined more detail to the normal map, such as creating the ARMADIME logo and warning sings as well as adding details such as metal plates which have been stuck on.

Once this was complete I then used this to create the colours and detail in dDo. I then added the necessary “wear and tear” to the canister. I did not want it to look too beaten up as this object has not been subjected to elements such as weather, however I did want to give it a slight industrial look as it needed to look “used but not abused”.

The results are as follows.


Colour Map


 Diffuse

Specular


Normal Map


Object Space Normal



Here is the Marmoset capture of the object.

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