Thursday, 2 May 2013

week 11

During this week I have been working on the light maps, and starting to get my scene into UDK and having a go at placing the lights and getting to know the software better, as I found it quite difficult to move around in at first, but soon got used to it, also learning how to place textures together and applying to the models.

These are my light maps for my vehicle and diorama. I did these by layering out every face, changing the grid to the appropriate size and then laying it out again, but ensuring each part was two squares away from everything else.

During this I made an annoying mistake. I first laid out the light map for my vehicle which took possibly 2 hours because when I was originally uv unwrapping my model I struggled with unwrapping the cage that protects the lights on the front and back of the vehicle. I struggled because its such an awkward shape to lay out, so I decided to lay each face on top of each other because it was going to have such a simple texture it wouldn't really matter. But when I came to do the light map because they weren't attached I had to place each face individually which took an annoying amount of time. But that wasn't the main problem I faced, the problem was once I completed it, I forgot to save. So I got to spend the night laying it out again.

laying out the UVs for the diorama was faily simple and only one I had to spend some time with was the building as it had the most in.
























This week I also completed the textures for my Diorama.


I'm quite pleased with the end result and feel the whole Diorama works well now.




Here are the 4 512x512 diffuse maps for my diorama.































Here are the normal maps for my Diorama and Vehicle,apart from the Vehicle I created these in Photoshop by using Xnormals on my diffuse.
With the Vehicle I created the high poly wheel, baked it and then over lapped it on the diffuse for the rest of the map.


















Here are the AO maps for my vehicle and Diorama, I created these through xNormals 
















Here are the specular maps I created for my scene. I only decided to create them for the vehicle and building, as I thought for the base and debris there was no real need for it. I create these by desaturating my diffuse map, then changing the brightness levels so the windows and post were brighter so they would shine when light passes over it, and I kept parts such as the bricks and Hessian dark as they would not have a shine in real life. 












No comments:

Post a Comment