Thursday, 30 April 2015
High poly sculpting for assets
Due to the nature of my project Iv'e found it hard to implement high poly sculpting techniques to enhance my normal maps. The reason for this is because I have SO many assets to create, I already have way over 100 models, so making a high poly model for each is not feasible. I have however made high poly assets for a select few items. items that I feel are important to have a high level of detail, because without it, they would look incredibly flat. Examples in my scene include extruded bricks (like above), fabrics and highly complex surfaces such as the lock mechanism of my chests.
in future projects I know now that I should scale down my ambitions so that i would have more time to create higher quality assets.
(Above) I added a second layer to my normal map created in xnormal. The second layer is a very light 50% multiply of a normal map generated from the texture that I created with a 2D normal map creation software. This gives the texture a slight roughness that corresponds to the diffuse map.
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