This week, I decided to change the UVs for both of my characters, thanks to a friend and classmate (Soyong!). She's been helping a lot during this process, since she's already done a character using PBR. She suggested that I use 2 maps and try to split them up by material. She also pointed out that I wasn't utilizing my UV space well. So here is the end result: Leera: Karnys: I also managed to get Leera's Normal Maps done. It was a bit tedious since I had to take each little piece and transfer their maps individually. I used Maya to create the maps, and used Photoshop to compile them piece-by-piece and also to hand-edit any maps that didn't bake correctly. This is the low poly with normal maps applied: And these are the maps: Next up, I will have to create the Ambient Occlusion map. Thanks to Soyong's advice, I know that I'll be attempting to use XNormal to make this map. This might take a while, since I had some orientation issues with my high poly in comparison to my low poly (I'll basically have to hand place each high poly piece, again, to be able to bake the map).
Once the AO is finished, then I'll be able to move onto the Albedo map! The Normal map and the AO map will help me pull information I need to help make my Albedo. I think I'll be working in 3D Coat for this step, since I'm somewhat familiar with the program.
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May 2024
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