In a previous Maya session with Robin Ledger, we had to make a high detailed turret model. Following this, we extracted high and low polys to then create the texture maps in a software called xNormal.
In the image above is the software interface that allows you to bake the normal and occlusion maps by manipulating several settings.
Above is the final normals bake that shows you where all the contours and extrusions would be in the surface of the turret model.
Above is the final bake occlusion texture that acts as the base of what is 'tone' on the objects and around the turrets surface.
The maps were then applied onto our low poly turret and made to look like its actually a high poly model.
After this we could then go in on the blinn materials and add even more detail using Adobe Photoshop to patch it to the image and then finishing by importing it into Maya. Above is one of the several free textures I found online to create my end model result below.
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