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Major Project Technical Paper V4
Major Project Technical Paper V4
This Technical Paper will outline the process of creating a Colour, Ambient and a Normal map to enhance the texturing process on a games model.
Out UV
Then create a new layer in between and use the paintbrush tool or create a texture tile to use or clone off from. Once complete it should look something like the example image of a finished texture map.
Delete the alpha channel and screen layer and then flatten into one and save as a Tiff file, Open up in Maya with your model and select the geometry by right click and new material then click the box next to colour and add your texture map in the file section and make quadratic is off. Select the appropriate material type, in Ralphs case a Matte.
Then add a few lights into the scene, two directional and then any other lights needed as shown in example, then go to render settings and choose Mental Ray and Production and produce a render.
Then switch off the lights and chose render in the top settings and Lights/Shading, Batch Bake (box by the side) and enter the following settings: Tick Bake to Objects, select Multi Object, tick Bake Shadows and use bake set override, change colour encode to Occlusion and occlusion range to 256. Save it out as a preferred file name, then convert and close, this will take several minutes once done the model texture will change.
Go back to Photoshop and find the ambient map in the project file, RenderData, Mental Ray, Light map and open the colour map and put the Ambient map in the above layer and select multiply in the layer. Then reduce the occupancy down to around 30%. Flatten this and save this as a Tiff. (Go into Maya and click model, replace colour map with the ambient map and take a new render .
Occlusion Map
Open the colour map and select it and then find Nvidia tools which will open the generator settings, set the normal value from 1 5 and use the preview option to decide which will be best and convert to get the normal map.
Normal Map
Go back into Maya and into Attribute Editor and texture map, select Bump and apply the normal map and in the option Use As select Tangent Space Normals. Make sure all lights are back on and go into Render settings and change Gauss to Mitchell in Quality filter and take a final render.