Sunday, 24 January 2016

3D Modelling for Computer Games - Baking and preparing for dDo.

Once I had finished placing each of the kibashing pieces on the mesh, I transported the high poly and kitbashed pieces of geometry to the centre of the world to initiate a test bake.
Due to output settings not being changed adequately in the first instance the normal map did not come out quite as desired and once pinpointed, the appropriate changes were made to both the Maya common output settings and the mental ray settings.
Both were set to a high quality 4096x4096 bake and the process was then allowed to complete, producing the below pictures map.


On the lower section of the containment chambers surround can bee seen an issue as expected there may potentially be, with the hardened edged of the higher polygonal mesh affecting the normal map, when applied to a physical model, the normal map is represented like this.


Whilst the map has affected the visual representation of the containment chamber, I pushed on to create a Colour ID map, working on the possibility that with the diffuse/albedo values applied to the model through dDo later in the process, the effect may be lessened somewhat.
Again however, if there are changes which need making manually, then I will make these through PhotoShop as and where necessary.

I began applying multiple materials to the varying parts of the model via face selections, made easier by being able to select the shells projected through the UV editor individually.
Using the brightest possible pigment of colours like Yellow, Red, Green, Cyan and Magenta, I selected each respective part of the model and applied a coloured Lambert in accordance with easy selection through dDo further through the design process.

Once again a bake was produced at 4096x4096 in size, keeping in accordance with modelling/ texturing regulations, with the outcome below.


At this point, I was satisfied with the result to a point at which I felt able to progress forward into dDo to begin experimenting with textures and materials

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