3D Texture Maps Creation Project · modelled for baking-Modelling the high poly plane which would...

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Art 303 Computer Arts Practice Katy Wood 1502071 3D Texture Maps Creation Project

Transcript of 3D Texture Maps Creation Project · modelled for baking-Modelling the high poly plane which would...

Page 1: 3D Texture Maps Creation Project · modelled for baking-Modelling the high poly plane which would be used to bake on the low poly plane.-Baking the high poly Zbrush model onto the

Art 303 Computer Arts PracticeKaty Wood 1502071

3D Texture Maps Creation Project

Page 2: 3D Texture Maps Creation Project · modelled for baking-Modelling the high poly plane which would be used to bake on the low poly plane.-Baking the high poly Zbrush model onto the

Project overview

- My overall project was to produce a number of man made and natural repetable texture maps. I created a total of 4 textures- Bricks, Moss rocks, Lava, and Scales- all with there own unique maps and materials.

- As part of the project I also aimed to learn and utilise Zbrush and Substance painter to create my textures and maps as I had no previous knowledge of these programs.

- In addition to learning new software I also broadened my knowledge of rendering and lighting in Maya.

- This PDF is a small collection of the products created during this project and the final renders that were produced. My blog goes more in depth about my process and how I created my texture maps.

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Project overview- Pipeline-Because this project relied so heavily on different software and learning new processes I have included a brief pipeline on how different parts of the project were created

-Created a plane that was modelled in such a way that it allowed the creation of repeat textures in Zbrush.

-Low poly plane was also modelled for baking

-Modelling the high poly plane which would be used to bake on the low poly plane.

-Baking the high poly Zbrushmodel onto the low poly plane.

- Various map creation

- Colour map created

-Final rendering and texture map implementation

-Rendered using Arnold software

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BRICKS

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Brick Zbrush Model

For the bricks design and look I wanted to make them like traditional red bricks you might see on housing. To add variation I wanted small levels of detail and variation of colour and texture on each brick to make the texture more realistic.

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Brick texture maps

The bricks have been coloured red with different shades of orange, browns and black to add variation in colour. The cement was coloured grey with small shades of brown and yellow over top.

All the maps were created from baking the high poly texture to a flat low poly surface within substance. Additionally I edited each map to get the level of detail and depth I wanted in each design.

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Final Render

Rendered in Maya using Arnold

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MOSS ROCKS

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Moss Zbrush Model

For the moss rock design and look I had to make sure I had lots of depth and variation in height and sizes of the rocks. The main rocks themselves are smooth with small indents of details and cracks, while the rock floor is more grittier and full of smaller pebble like rocks.

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Moss Stones texture maps

For the colour for the mossy rocks I wanted it to have a built of different shades of greens, browns and greys to show the slightly gross fungi growth feeling to the design. It was based on rocks you would find in an overgrown and damp forest. Overall I wanted the rocks to feel very natural and taken over by greenery

All the maps were created from baking the high poly texture to a flat low poly surface within substance. Additionally I edited each map to get the level of detail and depth I wanted in each design.

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Final Render

Rendered in Maya using Arnold

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LAVA

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Lava Zbrush Model

With the lava design I wanted it to look flowing and gooey. There is a mixture of different rock sizes and variation in depth of the flowing lava. The rocks themselves are smooth, gooey and layered to simulate that they are recently hardened lava flows.

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Lava texture mapsAll the maps were created from baking the high poly texture to a flat low poly surface within substance. Additionally I edited each map to get the level of detail and depth I wanted in each design.

The lavas colours were a mixture of warm colours, mainly reds and oranges with small amount of whites added in for extra detail to emphasis how hot the lava flow is. The rocks them selves use a mixture of blacks and browns with small shades of red to simulate the heat and light coming from the lava.

In addition to the 6 maps normally produced, a Emissive map was created to simulate the warm glow of the lava flow.

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Final Render

Rendered in Maya using Arnold

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SCALES

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Scales Zbrush Model

For the scale designs I wanted to create dragon scales or scales of some sort of mythical creature. They are symmetrical as possible but with added dents and defects to add realism. Further detail was added with small indented scratchings to further emphases the natural look

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Scales texture mapsAll the maps were created from baking the high poly texture to a flat low poly surface within substance. Additionally I edited each map to get the level of detail and depth I wanted in each design.

To further the idea that these scales were for a fantasy-dragon type- creature, I decided to go with a dark purple colour. On top of that I wanted the scales to be shiny and almost metal like. The colours were heavily influenced by iridescent metal. I managed to fake the iridescent look by adding layers of yellow, green and blue to the purple giving it its shiny rainbow appearance.

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Final Render

Rendered in Maya using Arnold