Studio I | Concept | Modeling | Texturing | Lighting | Live Action

 

Texture Breakdowns and Finished Objects!

Monday, April 26th, 2010 @ 9:38 pm | VSFX

So texturing is at about a 90-95% realm of completion, the polish phase towards the end will probably be devoted to little things that couldn’t be resolved with lighting and start to become more visually prevalent or important. Basically fix the aspects of the eye texture that aren’t being fixed by the volumetric lighting of the last shot, because I’m still a bit unsure of how I’m going to light it.

Anywho, a bit about the texturing process for this project:
Click for Large! (1280px x 1656px)

I chose to break down the two platforms in the middle, and you can see the bottom platform’s map to the right of each picture. The surface qualities of each object is determined by different maps depending on the qualities needed. For example, the bottom platform requires a bump and a specular map. The bump map slightly raises and elevates the surface, while the specular map determines how shiny certain parts of the object are–including a ‘film’ over the bare parts of metal on the side of it. The middle platform uses bump and specular maps to further enhance the depth of the under layer.

In addition, here is the texture work as of now. I’m happy with the result of the mapping, and mostly okay with the amount of grime on the objects. I would like to go a bit further with it, but I feel I’m pretty close. The polish phase should wrap up any texture/modeling ideas that I happen to catch while lighting. Click any of them for the 1280×720 Render.




 

Recently

  • Current Working!
  • file out
  • Small Update
  • Rough Cut!
  • Let’s break it down like this:
  • Bringing Specular Hits and Great Oldies
  • Lighting/Layer Test!
  • Texture Breakdowns and Finished Objects!
  • Texturing Wrapping Up!
  • Lighting and Rendering Test
  •