here we have first post regarding look development for asset used in Booty Call. On the picture is sort of pre-final asset.
All maps are painted, shader setup is done and since we don't really need to make it work in every light situation, it's matter of having a look in context of the scene and do further tweaks to make it better if needed. I can see what needs to be changed, but maybe if it wont be visible in final output, why bother. (I wont show you missing apples in final renderings ;-)
I'll start with explaining what kind of maps needs to be painted and try to point out what I think is important.
We are doing sort of stylized realistic style, but animation and whole look is still a bit cartoon. Babinsky, our hero character is not even 30cm tall, so this allows us different styles how to look at scales, if we're talking about textures.
Scale is one of the important aspects, while planning your textures. Surely everyone know that feeling, you look at the photo and you exactly get that feeling how big something is. Scale of details gives you visual cues about it's size....
Anyway, as I've mentioned before, we're doing cartoon, so this is another tools, which allows us to estabilish visual style and make things look small, like toys ..
Well, enough talking, let's have a look at the pictures.
Base Color Map
Classic color map in it's simplest form, created quickly from photo resources.
Base Bump Map
Basically color corrected version of Color Map.
Secondary Bump Map
Very quick map, created from different photo, just to ad some smaller scale detail into final Bump and Spec maps.
Base Spec Map
Color corrected version of Color Map.
Scratch Mask
Very rough hand painted map to create the scratches. I use it to remove specularity, color correct color map to add some more detail and "push-in" the surface.
Most of hard tip brushes should serve you well, while painting maps like this one.
Primary Dirt Map
Blurred version of Scratch Mask. Just extra pass for final maps assembly.
Secondary Dirt Map
Quick hand painted map. I use this one to affect all the other maps.
Visual Guide
This one is not really a map. It's more sort a guide for me, to know where is which piece of wood in the UV space.
I'll add some color variation while i'm doing final assembly and look-dev.
This is all the maps for wooden parts. Those will be compiled into basic components and adjusted in Nuke during shader setup later on. Apples are done more less procedurally. I've just created Color Map for yellow ones and Spec Map to break the reflections a bit. More examples to come in next article. Stay Tuned!
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ReplyDeleteThanks, thats great to hear! Although I don't really update it :o)
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