In one of our morning sessions, we followed a tutorial from a 3dtotal article. Using an alley model supplied to us, we looked into Viewport 2.0 and DirectX which allowed us to see advanced lighting and shading on objects in real time; like they would appear in-game.
Above and below is my progress in the overall texturing in Maya. By placing DirectX 11 shaders into the scene's objects, we could place texture images over a .psd file template (in Photoshop) and save it as a .tga file. After completing this lengthy but enjoyable task, it was just a matter of adding in the file to the shaders.
Underneath is the drain pipe template we used to texture (and the image I used for it to the right). This was one of the hardest forms to make as the surface was curved. On the other hand, the barrel was somewhat easier as the unwrapped template was level.
Some faces of the textures had to be manipulated using the UV Texture Editor. Here I rotated the lid of the barrel with the flowing planks of wood, following the side panels as it would in reality. I quite enjoyed matching up the structure such as the arch above the window integrated in the wall texture.
Below is the final screenshot from the session model. If I could have spent a bit more time on it, I would of added more grime and weathering to the object's template textures. However, I definitely will look forward to using this technique again in the future.
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