Baking?... Is this a 3D model, or a Pie!?
The time has come to start baking. Unfortunately I am not baking delicious cakes, but instead normal maps. This is a process that I still feel that I need more practice at. At first glance normal baking seems simple - Insert High Poly, Insert low poly, press button, hey presto. Unfortunately it doesn't seem to be that simple. There are more factors involved when baking out normal maps for a character model. I use a bit of software called xnormal, this software takes a high poly model that would be practically impossible to import into maya, and then projects its details onto a low poly models UV sheet. However I have found out that this isnt as simple as loading in the whole model of each and hitting go. I have had to split the models into sections, and then bake the map for that section, for example the Shirt is one object. This gives much better normal maps, but also takes a lot of time.
So, I got the first pass of the normal maps for the whole body model done, here is the sheet:
I then started to lay down a first pass on the textures. This is a rather un-detailed pass, just an ambient occlusion and a few material patterns overlayed. I also discovered that using the green layer of the normal map can help add detail to a texture.
Here is the texture so far:
This is what they look like in action on the model:
There are a few re-bakes of the normal maps that need to be done, but I think that this level of detail on the texture will do for the alpha presentation on the 16th. By then I need to have Buscemi's head retopologised, UV'd and a first texture pass done, the poses done and have it placed in udk. I am on track for getting this done, and might have even got the sculpt of Harvey Keitel's head started.
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