Hola peeps! Here's some of the work i did for Scooby-Doo and the Spooky Swamp.
Dropped into UDK. Its untextured because i wasnt responsible for final textures,
only models and unwrapping with temp textures.
All work property of Warner Bros and Torus Games.
Sunday, January 29, 2012
Barrier Final
Finally fixed every issue i had with the normal map.
Was a necessary mission to master normal maps once and for all!
Shot from UDK.
PRO TIP FOR BAKING PERFECT NORMAL MAPS!!!!!!
Set hard edges for the borders of every UV shell/island before baking and presto!! Perfect map.
Dunno why this took me so freakin long to figure out.
Also if your model has severe surfaces say around 90 degrees or more split the UVs at the corner and set to hard edges.
Also if your using the model in UDK make sure you set your normal map to TCnormalcompressed or TCnormaluncompressed, it gives better results.
Was a necessary mission to master normal maps once and for all!
Shot from UDK.
PRO TIP FOR BAKING PERFECT NORMAL MAPS!!!!!!
Set hard edges for the borders of every UV shell/island before baking and presto!! Perfect map.
Dunno why this took me so freakin long to figure out.
Also if your model has severe surfaces say around 90 degrees or more split the UVs at the corner and set to hard edges.
Also if your using the model in UDK make sure you set your normal map to TCnormalcompressed or TCnormaluncompressed, it gives better results.
Sunday, January 22, 2012
Barrier Improvements
I ended up pulling everything out of 3d coat and baking the model using transfer maps in Maya transfer maps is probably one of the best ways of generating a normal map. I changed my uvs, set up my "smooth groups" in maya its just normal hard or soft edges, most of it smooth. Then baked everything out and re-did the diffuse in 3d coat, tweaked the diffuse and created the spec in photoshop.
Saturday, January 21, 2012
Demon Bust
Bit of zbrush fun. Modeled from a zsphere and poly painted, about 8 hours from zsphere to final comp.
Friday, January 20, 2012
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