Wednesday, 29 April 2015

Texturing Workflow - Armour Pieces 


" DDO enables you to rapidly create incredible textures, letting you focus on polish and offloading the rest. The workflow is fast, easy and completely adaptable to your own art style. Achieve unrivaled results at unlimited resolutions with the world's first fully scan based PBR workflow.// "

Texturing a character is a very difficult challenge, at times you can find it hard to keep up with all the different maps that you need to produce. While still using my traditional photoshop ways of editing UV maps, I will be using a new tool that is the new age of PBR rendering. Alot of game engines now support real time shaders that have many attributes to push the visual graphics. Engines such as Unreal 4, Cry Engine, Marmoset Tool bag and Unity 5.  





  

When creating the low poly objects, I keep in mind which elements have there own material ID's on the whole object. This makes it much easier during the texturing workflow as DDO recognizes what areas of the texture are masked.


Here is my ID map. For example the yellow areas will represent my Brass material which I can build upon.

Images from: (Quixel) - http://quixel.se/dev/ddo
DDo then gives you a library of BPR shaders to start a base material on. This generates details on top of your already made normal, spec, glos etc maps. These materials range from various metals, wood, rock, fabrics and many others.

DDO allows you to plugin your mesh with its corresponding maps. 


 This is the main window that you work in, ontop of photoshop. This allows you to add materials and adjust layers. 


DDO also lets you view your mesh and texture realtime to truly see what you are edting, making the workflow so much faster. 


You can use your own textures that you have baked to push details even further. Adding masked areas to define other textures through your own cavity and normal maps. DDO knows where your edges are and where details such as rough dirt should be. 


Here is a near finished result of my maps -  




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