Thursday, 14 March 2013

Week 8+ - Cottage

Over the course of the Easter break we were tasked with texturing an entire cottage.


I began with focusing on large areas, introducing base block colours to the walls. I then focused on the pillars, using a tileable wood texture and creating normal maps by baking in Maya and using XNormals.
Below are the finished maps for the entire cottage and a beauty shot.  

Diffuse Maps:


Normal Maps:




Illumination Maps For Windows:


Roof Maps:
For the roof I extracted different areas of faces, applying a new lambert to each and applying a different diffuse and normal map to each one. This made the roof easier to texture than in one large 2048x2048 map

Finished Shot:



Monday, 4 March 2013

Week 7 - Wooden Door

This week we began work texturing a cottage style building. We began by looking at the door and focusing on normal maps and making seam free textures.

Door Normals

 Detail Normals
I combined these two normal maps to get my final normals.
Diffuse


Un-lit door

Lit door (directional lights)


Monday, 25 February 2013

Week 6 - Photo Manipulation and Channels

In this task I looked at how channels can be used to select and alter images. By using the channel box I chose a channel with a lot of contrast. Then by using the adjustment curves to create a black and white image. By pasting this into a new layer mask on my original image I removed the sky from the original. By then pasting in a new sky and using the colour match option I created two scenes, a night time and day time desert scene.



The second task for this week was to manipulate an image of an alleyway to make it appear more run down.
Original image:
Halfway mark: (altered windows, chair and watermarks)


Finished image:



Thursday, 21 February 2013

Week 5 - Tiling Textures

This week I focused on learning how to make tileable 512 x 512 textures. I created a basic metal flooring using a base texture and shape tools. I added a drop shadow to make the shapes stand out.


I added basic coloured lines on a new layer and used a layer mask to add scratches. I found making the lines match up at each end when tiling quite difficult.


A tiled section:

I then created a variation experimenting with alpha maps (Diffuse, Alpha pattern and final in maya)





Thursday, 14 February 2013

Week 4 - Baking Normals from a texture

For this task we used Photoshop and XNormals to create normal maps from various texture photos. I created a tileable texture using the offest filter and the clone stamp and crop tools. Then by using blurring and greyscales I created the normal map.



Monday, 11 February 2013

Week 3 - High poly crate

In order to learn about normal, AO and specular maps, we were tasked with Uving, texturing and mapping a futuristic crate. Normals were baked from a high and low poly version and both Maya and XNormals used.






Thursday, 31 January 2013

Week 2 - Spellbook

For this week we were tasked with creating a spell book. The model had to be less than 300 polygons and the texture was 512 x 512.

By using an old green leather texture and numerous layers of symbols with a bevel/emboss effect on them, I created the object.

I found the hardest part of this task was making sure all the different layers blended well together with a consistent colour. I learnt a lot about using different blending modes in the layers section. I also had to make sure that the lines on the pages matched up correctly on the model.

The finished UV sheet and model (rendered in Marmoset)

EDIT: During Week 3 I went back to improve my spellbook and added more detail with a burn tool. Here is the finished object