3D I – Assignment 1 – Final
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And here it is! I present to you, the pinnacle of Assignment I, the Contemporary Urban Crate! Diffuse Maps The things that are good to keep in mind when creating the diffuse map is first of all the layout of the unwrapped UVs. If you don’t keep that in mind the grain (if using this crate as an example) could very well go in different directions on different boards and so on. Then you need to keep in mind to be very careful with shading on the normal map. When applying light in an engine it would probably look all kinds of wrong with cast shadows from the light source, and separate painted directly on the diffuse map (that are obviously not guaranteed to follow the light in any way). So on diffuse maps the only shading should be self-shading, like a subtle shading in corners or folds, or on occasion shading to accentuate forms. Also, will the diffuse map have to tile? That could potentially be a big one if you are creating a wall or similar. Specular Maps On this crate the specular map is actually fairly strong, since aged wood can reflect quite a bit of light from certain angles. The rusty nails were made slightly brighter than the rest as, a bit to my surprise, even rusty nails tend to have a slight metal shine. The process of creating a specular map is usually a rather simple one. You start by desaturating a copy of the diffuse map, and then simply alter the brightness and contrast of the different parts to relate to the different materials. Anything that is supposed to be shiny should be closer to white, and matte closer to black When creating a specular map for the aged wood this meant that the brighter, smoother surfaces became the shinier ones, just like it should be. And that is pretty much that. Normal Maps A basic rule for when to apply normal maps is to make the model for the silhouette of the object, and anything that then should have depth or extrude, but not break this silhouette, should be created using normal maps. There are two basic ways to create a normal map (as far as I know at least). The first is to take a copy of the diffuse map, desaturate it, and then alter its values. It is a bit similar to creating a specular map, but instead of being shiny, anything towards the white spectrum will give the illusion to extrude from the rest, and anything reaching for black will become an indentation instead. The other method is to simply “bake” one from a high-poly model of the object. Should one despite this want to fix the normal map it would likely be best to try and fix each channel separately, as to alter the combined picture may create undesired results. |

