It's time to texture the tank, i've been working on the separate textures and combining features such as grime, dirt and dents so that the normal map and spec can work well together. I'm hoping with the diffuse i can just add different colors of camouflage to test out which color scheme works best for the in-game build in unity.
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Diffuse map, i've attempted to add paint scratches and dents to add to the realism, to make the tank look less factory fresh, also some smudgy black to make it look more gritty.
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Normal map, high poly baked with Xnormal, then features added in photoshop which are then normalized via the nvidia plugin. |
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Important, the Specular map, this is where the different imitated materials really show their composition
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Ambient Occlusion map, baked from high poly in Xnormal, the basis of the specular and diffuse maps.
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