Final Major Project - Creating Textures, Applying Normal, Specular and Colour Maps to Model
Now that I had UV'd my model, I needed to texture. An issue I came across was any texture I applied (brick especially) created this almost tiled effect and showed the seams and edges of the image so that it didn't look good nor realistic when I scaled it to size on my building. So I asked for Chris' help.
Here is what the texture looked like originally (edges and seams visible).
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As you can see when I apply the texture directly you can see the same pattern over and over, as though it has almost been tiled. So, I needed to take this into Photoshop and make it edgeless.
I start out by going into Photoshop and creating a computer square (1024, 2048, 4064) [1024].
After this I imported and sized the brick texture to these dimensions and from there went to filters>offset which allows me to recreate this 'tiled' effect so I can start fixing those edges and seams and make them unnoticeable. This is something I'll do with the duplicate and feather tool.
Once I fixed and hid all of those edges by selecting specific parts of the brick (cement lining) and feathering/erasing any edges that hang over or don't follow the pattern, I had a edgeless texture.
Here is what the edgeless texture looked like when I exported it as a .TGA file and applied it.
The last thing I need to do is to set the rest of the textures to the appropriate parts of the model.
Here is my model once all textures were applied. One change I made was I re-created the two ledges that separate the two floors. The smooth, bevelled edges didn't fix the design well, so I changed it.
What was left to do was to add all maps onto the textures (colour, specular and normal). Firstly I needed to create the normal maps which I did using XNormal. Here is the screenshot.
I repeated this process for all of the textures I was using on my model.
For specular maps I took each texture into Photoshop and lowered the brightness and for some of the textures I would invert them. Then simply added these into the material attributes.
Here is the fully textured model (specular, normal and colour).

Here is the progression (gif).
After this I imported and sized the brick texture to these dimensions and from there went to filters>offset which allows me to recreate this 'tiled' effect so I can start fixing those edges and seams and make them unnoticeable. This is something I'll do with the duplicate and feather tool.
Once I fixed and hid all of those edges by selecting specific parts of the brick (cement lining) and feathering/erasing any edges that hang over or don't follow the pattern, I had a edgeless texture.
Here is what the edgeless texture looked like when I exported it as a .TGA file and applied it.
The last thing I need to do is to set the rest of the textures to the appropriate parts of the model.
Here is my model once all textures were applied. One change I made was I re-created the two ledges that separate the two floors. The smooth, bevelled edges didn't fix the design well, so I changed it.
What was left to do was to add all maps onto the textures (colour, specular and normal). Firstly I needed to create the normal maps which I did using XNormal. Here is the screenshot.
I repeated this process for all of the textures I was using on my model.
For specular maps I took each texture into Photoshop and lowered the brightness and for some of the textures I would invert them. Then simply added these into the material attributes.
Here is the fully textured model (specular, normal and colour).

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