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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