Pylon final maps
My final normal map, though simple, I nailed the look I was going for when I set out.
Ambient Occlusion map from Xnormal. This didn't really contain enough information to correctly define the model.
Using Quixel I converted my normal map to an AO map and then used the AO map from Xnormal as an overlay, the result on the left.
Diffuse map, I used this as a guide for my albedo map, which was to be quite simple in design.
Using a brush that I had designed in a digital painting workshop I applied large red stripes. I then worked into these stripes using the eraser tool, edited the layers overlay settings and opacity change.
This is my finished albedo map, wherein I also applied black paint to some sections of the model.
My Metalness and Roughness maps. With this model anything that wan't metallic was rough, which was a boon when designing these maps as I needed only to invert the metalness map to create the roughness map.
An unused Emissive map. I was trying to apply something similar to LED strip lighting, this didn't look quite like it fitted on my model, though.
Specular map, created by converting normal map into specular in Quixel. This worked really well and helped my model look as good as it does.
We do not speak of the height map.
Object space map (unused)
Showing posts with label Normals. Show all posts
Showing posts with label Normals. Show all posts
Sunday, 17 April 2016
Time Machine: Sci-fi Circle Normal Map
Successes and failures whilst normal mapping my pylon.
![]() |
| I'm unsure what happened to the map on the left, but there's heavy distortion all over the mesh and none of the information is near correct. |
![]() |
| Though I liked this normal map, she indentations were a little too extreme, I fixed this in quixel. |
![]() |
| This is the map used on my final model, which worked really well. |
Damaged Pillar: Doric Column Map Renders
![]() |
| Albedo Map Using two photographs of sandstone |
![]() |
| Normal Map Obtained from Xnormal after hours of work |
![]() |
| Ambient Occlusion Map Made using an AO map from Xnormal and Quixel merged together |
![]() |
| Xnormal AO |
![]() |
| Quixel AO |
![]() |
| Specular map Converted from Normal Map in Quixel |
![]() |
| Height Map Absolutely no, this did not work |
![]() |
| Displacement Map Also no, this was an absolute failure |
Damaged Pillar: Doric Column Normal Mapping
1. Too low resolution
2. Not dense enough
3. What
4. This is better
5. Why are you doing this to me
6. Finally
7. This is wrong, damn you Quixel
8. Strange glitches on square face
Object space map, just to see if I could.
2. Not dense enough
3. What
4. This is better
5. Why are you doing this to me
6. Finally
7. This is wrong, damn you Quixel
8. Strange glitches on square face
Object space map, just to see if I could.
Subscribe to:
Posts (Atom)
































