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Sunday 24 March 2013

WEAPON MODELLING: NORMAL MAP

    After UV Mapping the model using Textools (an invaluable time saver - download link below), the model was ready for the next stage of development - baking using projections, a little tool called , to create normal maps.

TEXTOOLS - DOWNLOAD

    I started by ensuring that all the sections where attached and that the UV Map was efficiently spaced. From that point, I ensured that both the high poly and low poly model where positioned identically on the X, Y and Z axis so that eventually, the projection would be as accurate as possible. From this point. I named the models (to avoid confusion) and applied the projection modifier, edited the projection cage, modified the render to texture settings and saved the Normal Map (for baking). This is below.

    Before going ahead with the bake, I decided to do a little test render first, to ensure that the change wasn't causing any issues. As it turned out, it was, and by rendering the map at a low resolution, I had saved myself some time and hassle. With a little modification  of the push property, my Normal Map was fine when rendered at a higher quality (1024 x 1024). So, now I had my Normal Map to be baked onto the model (see below)


WEAPON MODELLING - NORMAL MAP
by Christian Whelan

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