Author : afisher


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David Wakelin's Avatar
Old (#1)
Hello Polycount Members!

My names David and I'm currently a student studying BSC Computer Games Design (2nd Year). This is my first post after being reccomended to this forum by a friend in industry so sorry if this question is asked often or on a sticky in a different thread.

Software Using:

Autodesk Maya 2012
Autodesk Max 2012
Zbrush
Photoshop CS4

What Im Stuck With:

The reason for this post is that I am fairly new to character creation and currently failing to produce a decent texture map to improve its already poor visuals. Its fully UVW Unwrapped and painted in basic colours however struggling to add highlights and tones in a realistic way.

What I've currently Done:

I've currently blocked out a simple colour scheme for my diffuse map. I've then baked out my normal map, removed the blue and red layers and inversed its green layer onto my diffuse to overlay its effect of 'creases' stitching etc effectively. I've then tried to repeat this effect with my specular and AO maps however done achieve a good enough result - and not only that but none of the texture looks like a specific material - how could i also achieve this?

Ill upload an image to see for youself but any advice would be greatly appreciated. However please dont judge its my first UV experience and atm this one is very messy (i have several versions of different stages).



Also - I dont know why the face and other parts seem to have a low res poly visual on them, as if the normal isn't smooth?
Uploaded with ImageShack.us

Cheers
David.

Last edited by David Wakelin; 04-29-2012 at 04:34 PM..
Offline , triangle, 337 Posts, Join Date Apr 2012, Location Leeds, United Kingdom  
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David Wakelin's Avatar
Old (#2)
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Offline , triangle, 337 Posts, Join Date Apr 2012, Location Leeds, United Kingdom  
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cryrid's Avatar
Old (#3)
A bit early for a bump : P

I wouldn't overlay the normal map like that, especially if it is what's causing the faceted look on the skin (you may also want to get that normal map and mesh checked out if so. Are the UVs welded? How are are baking it?).

Posting your specular map would also be a big help to people, as it can play a big role in getting good looking materials.

Last edited by cryrid; 04-29-2012 at 06:59 PM..
Offline , dedicated polycounter, 1,691 Posts, Join Date Oct 2009, Location Charlottetown  
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Ace-Angel's Avatar
Old (#4)
Looks like your UV's have exploded and need to be reweleded before you can bake the normal map.
There's a very good chance that I experienced MORE problems, then all the internet put together in the area of 3D. Talk about being original for once...
Offline , veteran polycounter, 4,576 Posts, Join Date Apr 2011, Location Canada  
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David Wakelin's Avatar
Old (#5)
Quote:
Originally Posted by Ace-Angel View Post
Looks like your UV's have exploded and need to be reweleded before you can bake the normal map.
Ok, I bake my character via projecting the high poly mesh via the low poly mesh using transfer map tool in Maya 2012. The Verts are all welded but have been told that the reason for my oddly shaped face is the smoothing groups are at different values?
Offline , triangle, 337 Posts, Join Date Apr 2012, Location Leeds, United Kingdom  
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