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Friday, 15 February 2013

3DS MAX: OIL BARREL SPECULAR MAPPING

        Previously, I had modelled and baked an Oil Barrel as a first attempt at normal and difuse mapping. To take it to the next level, we had our first attempt at using Specular Maps to add texture and depth. When an Oil Barrel in a game looks complex, but it's actually flat, uninteresting object, that's normal mapping and diffuse mapping. When the lighting bounces of the even the tiny scratches on that barrel, but again, it's still just a flat, geometrically uninteresting object, that Specular Mapping. 

     Using all these mapping technique in cooperation, developers can make a basic primitive barrel shape look like a dented, rusted and scratched oil barrel. What does this do? Well, it saves processing power for those more important in-game details whilst just simply making the game look believable for the player. I had my first attempt at this technique, the before, after and maps are below.

COMMENTS AND CRITICISMS APPRECIATED!

THE BARREL - THE MAPPING PROCESS
by Christian Whelan
THE MAPS - THE MAPPING PROCESS
by Christian Whelan
   
  It's hard to tell the difference between the two maps on the second GIF, but at its basics, I took the original Diffuse Map and overlaid a textured using an Ndo extension. This allowed me to convert the image and tweak the extensions various effect. If I wanted the scratched texture to be more bold, I could of done so, but as you can see from the before and after GIF of the barrel, it was effective enough.

NEXT POST: WEAPON MODELLING: WEAPON MOODBOARD

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