Now that I have all of the characters modelled, unwrapped and sculpted via mudbox it's time for me to bake my ambient occlusion maps. AO maps will give me a nice shading effect in all the details such as clothing creases and skin pores, this will help the detail show when texturing my characters.
I at first used xNormal for my maps, however they didn't seem to get enough of the detail I required and left the low poly model looked rather
blury. I then decided to try using mudbox again but I kept getting artifacts in my normal map test. I figured out the problem was with my UVs, I had placed mirrored UVs over eachother and so they was sharing the same space and needed their own. Another Issue I came across was when the default tickbox "Smooth Source Models" was on, unticking this resolved my issues.
DETECTIVE
First off, I started with the Detective as always. I used the high poly model in mudbox to make my AO maps. The detective's issues were resolved by unticking the smooth source models so I didn't need to change the UVs for this character.
Once I had created the AO map, I took this into photoshop and applied simple colours for the Diffuse Map.
|
AO Map for the Detective's head. |
|
Diffuse Map for the Detective's head that I created in photoshop. |
|
AO Map for the Detective's body. |
|
Diffuse Map for the Detective's body. |
STRONG ROBBER
I had some issues with seams and for the head I managed to simple select some UVs and place give them their own space, as for the body however I didn't like how I did it the first time so I completely re-unwrapped it, this didn't take too long as at this point I've had plenty of practice.
|
The new UV Map for the Strong Robber's head |
|
The AO for the Strong Robber's head |
|
The Diffuse Map for the Strong Robber's head |
|
The new UV Map for the Strong Robber's body |
|
The AO for the Strong Robber's body |
|
The Diffuse Map for the Strong Robber's body |
POLICE OFFICER
I did the same process for the Police Officer as I did for the Strong Robber. the Police Officer's head also only needed some UVs moving around, the same goes for the body, no other character needed another unwrapping.
|
The new UV Map for the Police Officer's head |
|
The AO Map for the Police Officer's head |
|
The Diffuse Map for the Police Officer's head |
|
The new UV Map for the Police Officer's body |
|
The AO Map for the Police Officer's body |
|
The Diffuse for the Police Officer's body |
SMALL ROBBER
Last again I did the same process for the Small Robber as I did the Police Officer, with none of the parts needing to be unwrapped again but simply moved around.
|
Because of the way this model was unwrapped and the seams were simply the neck and mask, like the detective nothing needed doin with the UV Map. |
|
The AO Map for the Small Robber's head |
|
The Diffuse Map for the Small Robber's head |
|
The new UV Map for the Small Robber's body |
|
The AO Map for the Small Robber's body |
|
The Diffuse Map for the Small Robber's body |
No comments:
Post a Comment