Monday, 25 January 2016

3D Modelling for Computer Games - Texturing with DDO

Having laid out my normal map and colour ID maps respectively, producing bakes which I was happy with, I began the export and texturing process with DDO, which dependent on the version of DDO in use, can rely on any mesh to be exported under the OBJ file type, which in turn possibly needs the be activated in Maya through the ObjectExport plugin.

When imported with along with both the Normal bake and Colour Id bake, the DDO interface presented me with my mesh in a 3D viewport, and using selection functions like Shift+C allowed me to view and click on my mesh.
This then presents the user with a menu full of pre-determined, customisable materials to apply to sections of the model, selected via the determined colours in the Colour ID map.

Through selections, applications and customisations of varying materials to the mesh, I ended up with a selection of renders of my containment chamber which can be seen below.


The darkened glass was the only glass material immediately available to me at the time of application, and I will be looking to modify this later in engine once I import my containment chamber into Unreal Engine 4, though this will quite possibly be extra work.

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