Saturday, 12 December 2015

Weekly summary


This week I realized I was being very ambitious to want to get two models down before the Christmas break. So I decided to stick with the browning.  However, from group crit I was suggested that I should make my browning more  sci-fi to fit into a BioWare (My dream studio I want to work for) game such as Mass Effect. So I done some iterations over my M2 browning renders and took to Facebook to ask people's opinion to which iteration looks best. Iteration 2 got the most positive feedback. I've also made a new mood board for sci-fi guns.

Also, we began to look at PBR which is a different and more current technique used in the games industry. Instead of using Normal, Defuse and Spec maps we now have to use:
Albedo maps: These have base colour that doesn't have no lighting information on it
Metal maps: These are maps are used to indicate if a model is metal or not. With this map you have to use either black or white to indicate metal or non metal materials
Normal: Same as before but use high poly model to get the normal map, instead of a hight map
Roughness: This indicate how smooth an object is and works in grey scale

This image below was the progress I made on M2 browning model before I change the direction of the model to a sci-fi heavy machine gun.


In addition to these, I've been looking at forums to look at how to  do roughness maps for my models.
I found a helpful forum post that helped me a lot for the roughness maps http://polycount.com/discussion/138413/how-to-create-roughness-map-in-photoshop












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