Saturday, 8 February 2014

Futuristic Cube - Normal Maps

This week we were set the task of unwrapping and giving normal, ambient occlusion and diffuse maps to a pre-built cube which also a had a high polygon model provided. So far I have unwrapped it, challenging but doable, and made 2 normal maps for it. The first is done through Transfer Maps in Maya (the above image) and the second through Xnormals (the below image). The reason for 2 different maps is that Maya renders normal maps differently to certain software and game engines (e.g. 3DStudio Max and UDK) whilst Xnormals is more commonly used in the industry. These renders are done in Maya and you can see that the Maya normal has worked perfectly whilst Xnormals normal map has smears across it. That is only because of the way Maya reads the maps. I had hoped to get renders of the cubes in UDK yet I am having issues making them work correctly in the software, I plan to do that once I've been told about the issue next week. Next I will create the AO map and then possibly the diffuse today if I have time. 



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