Sunday 3 February 2013

Practicing with Normal & Bump Maps.

I have been testing out painting my own texture's in Photoshop and applying them to texture's and maps in Maya. This is something that I did delve into last term with my Norman film, and it's heavy use of Displacement maps, jumping from Z-Brush to Maya, and back again, but something that I had foolishly bypassed was the pipeline I could already use in Maya - so I have recently been spending a portion of time building on top of the knowledge I have of creating maps in Z-brush, whilst keeping on top of my artistic/painting skills in Photoshop - and extend my knowledge of Maya to create high quality textures. 

Below you can see the processing I have gone through. 

The Water Tower model is produced by Peter Charman in 3rd Year.

The Photoshop design compressed as a TIFF image file and inputted into Maya, and aligned to the geometry of the model in the UV Texture Editor - so there will be no pixelation, stretching or area's of the design missing when applied to the model.


Because I wished for my design to be in Greyscale, for artistic purposes




Test render of the screenshot above. 




You can see that with the design applied as a Normal/Bump Map in Maya, as a greyscale image, it does remarkably well at picking up all of the crevises of the rusted water tower which has given a fantastic result. 

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