Saturday, 27 April 2013

Building Texturing Two

The Next few weeks would be spent creating and manipulating building textures, for a cottage and the front door. Overall the style of the buildings would give it quite a fantasy look.

The first task was to bake the High Poly down into Normal Maps and apply them to the Low Polys.

The Cottage - Even though this was the second task I am starting with it first

The Front Wall was one of the most visible sides of the cottage, so i wanted to create something that worked

The Ambient Occlusion

The AO was something that was really not worth spending time upon, After waiting for it to bake for a few seconds, the final result was minimal, So why was this? AO's rely up on complex geometry and lighting essentially to create the shading, and seeing as this geometry was simple this was the result



The Diffuse Texture

The diffuse texture was a result of multiple weeks of work, Originally i started with the main plaster texture, the noisy brown you can see in the background. From there i then started work on the stone in the base of the main wall texture, This was over layered on top of the plaster texture, which helped create the look of mortar and bricks. From here the next step was finding a suitable material for the window surround and next was the



Normal Map

This normal map was created with the same technique, I did the first Normal Map from a High Poly Bake, and then I used a series of Texture Generated normal maps Over Layed on top of the High Poly Bake


Illuminocity Map


Side Wall UV's

Something I realized at the start of this unit, was that I could use multiple instances of the same texture.

Again i started with the plaster texture, The way I saw this it was the base texture for most of this model, Something else I also realized was the importance of image placement and where a material should sit for best effect in regards to position and layer number. 

1 - The plaster was the first texture
2 - The Brick/Stone texture at the base came second - This was the same texture i used for the front wall UV's however i fiddled with the texture position and layout of the bricks so it was not as repetitive
3 - The glass texture was next - This was the original variant with no perspective and warp on the image, as you can see it is still square, From here i could then work on the light map, At this point i also did the window texture for the 'Window' Box. With a littlw amount of manipulation i was able to fit the window to the UV space.
4 - The wood support -Originally this was used all over (where the main stone is in between the textures)
5 - Stone - This was the next logical step as it needed to sit in front of the wood, and look decorative
6 - The next step was the stone in between the window, This was layered below the other stone texture so it looked like it sat further back than the other stone.
7 - The last large scale texture was the brick/stone texture to surround the window box, again i used the same texture as the stone base texture, and manipulated it so that it was less repetitive and then I used a sand texture for the mortar underneath, Which blende nicely with the blue/brown and grey stones of the main texture
8 - The final part of the texture to work with was the Keystone below the window box window. I Again wanted this to stand out over the rest of the texture which is why i left this until that.

Finally - Polishing and Clean Up, I had left allot of mess and excess material that i needed to go and erase so that. the final UV sheet was clean


Normal Map

Again the original normal map was created from supplied high poly geometry and then the detail baked onto the low poly, From here i the texture normal's in a similar way to the UV sheet, Textures i needed to be more defined where positioned correctly in the layer editor in Photoshop and using the normal map filter i created the texture normal's  Again i used techniques that i had learnt to avoid getting to much noise from my photo textures, so i would not get a tacky look in Maya





Illumination/ Radiocity Map


This is one of the final steps for my texture, was to create a simple illumination map for windows. This would create a simple glow that would emit from the windows.


The Roof Tiles

The roof tiles where separated into 6 sets of UV's for ease of texturing, Each a 256*256 texture, For the sake of representing them I have combined them in a Photoshop document. Each color represents a different 256*256 texture

Overall i was very pleased with the final result of the texture - Yes it looks like there is seams, these are not visible in the final Maya file.

























Pillar Textures























Decorative Wood Above Door

Overall the wood texture for the piece above the door was just a mix of all the wood texture I used for the pillar. And spent some tile cleaning it up.



Final Renders

These are the two final renders of my Building Texture Two, As you can see i have changed the door texture to fit the style of my cottage. However I have left the normal's intact and up close you can still see them and it looks like age has worn the paint away.




Building Texture One

The first part of the building texture was to create the door texture, Baked Normals, Specular and Ambient Occlusion.

Basic Diffuse Texture

The base diffuse texture was created mostly with one wood texture


Normals

One of the first times I have used Photo and Baked Normals. The first set of Normals was created form baking a high poly in Maya, I then used the texture to create another set of Normals which was over layed ontop of the Baked Normals


Specular

The specular was created by De-Saturating the diffuse texture and then fiddling with the black and white curves to create a more realistic specular


Ambient Occlusion

The AO was created from the High to low poly bake


This Door is going to make a re appearance in the Building Texture Two part of my blog with a few little changes.

Photo Manipulation Task

The Task this week was to create a photo "Manipulation/ Montage" Using techniques such as High pass filter to create an Image that looked realistic

The desert/Tutorial


The Street 

The target for me was to create a street scene that looked damaged and old, but still relativity used. The final result is below.

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Texturing the Head

The idea of this assignment was to create textures for a Supplied High Poly Mesh (the Alien Head) in ZBrush, and using techniques taught to us bake it onto a low poly mesh that had been supplied.

ZBrush and Poly Point

The main technique I used for texturing this model was poly paint. This allowed me to paint the material I wanted directly onto the Mesh. for this material I only used five textures. Two where the same just different colors, One bone texture and the others where Shells which were used for the skull texture.

The Textures

The first two textures where the base textures I used for the main skull, And the nose, I wanted them to look like bare bone and as if it had been exposed for years.



The next texture was the Skin/Scale textures. For these I wanted to a more Fleshy, Scaly, Fishy and Alien. This was something that i wanted to create with the Three textures below.
In the final texture i Ended up only using one of these as the red was to Light and was very hard to edit with the Brightness/Contrast, Curves, levels and Exposure. The only other thing I could of tried was High Pass Filter.



Below is the final Textured version in Z-Brush. I created this using the Poly Paint tool. This allowed me to paint directly onto the Mesh.

The Bone Texture

The main base for the whole face texture where the two bone textures below, The lighter first image being mainly used and the second image being used for darker areas.



The Final Texture in Z-Brush



The Low Poly

The head it self was quite easy to unwrap, there was 4 parts, The Skull, Front, Side and Back, You can see this on the base Image. I did not particualy have to worry about seams as the texture had been created seamlessly in ZBrush and it was already seamless.




Diffuse Texture



Ambient Occlusion Map


Specular Map



Normal Map


Final Renders



Overall I am really pleased with the final result of this Mesh and Texture, The final result with Ambient Occlusion, Normals, Diffuse and Specular. I am very proud of this unit and would Happily spend more time perfecting the shading and color blending of the "Bust"

Thursday, 25 April 2013

Tiling Textures

This weeks task was to create a metal tiling texture. The texture itself had to be seamless and use current generation texturing techniques.

Left and Right Tiles

The left and right tiles has to match each other, as well as tile. The main part of this was to create a texture with a worn down hazard paint on the side, Overall i struggled to create this texture. and after much trial and error i arrived at something i was happy with

Diffuse


Normal


Specular



The Middle Texture

To help 'Kill' the repetitiveness of the tiling texture we where also tasked with coming up with a unique center texture, that would still tile with the other texture, The texture also has to tile within its self, so  all sides. had to tile correctly.

The center part was simple constructed using the line tool in photoshop, and a circular brush. The chicken wire, Hexagon texture was also created with the line tool and also duplicated to make the patter you see.

Diffuse Texture


Specular


Normal


Final Renders

Examples of Alphas working - Please Ignore red lighting


Examples Of Tiling working



Tuesday, 19 February 2013


This weeks task was to create Texture based Normal and Specular maps, without any pre existing geometry.

The first task was to find a suitable texture that we could tile. From here i then used the Filter, other, offset tool to create the basic of the tillable texture,  Then using tools such as the clone and spot healing i  removed the seams that had been created as best as possible, Then i painted with a ligh grey/cream color in between the bricks to help with the normal later on

From here i had to create the normal and specular, To create the normal map i first used, filter blur surface blur, to help reduce the natural noise (detail) of the diffuse. I can then use the fX noomals height to normals to create the normal map, which if not defined enough for your liking, Duplicate the layer, use a gaussian blur and then overlay this layer to help deffine the normal map more. you can do this multiple times.

Below are the three final results of my textures - Brick Diffuse, Normal and Specular, and then applied to a plane in maya and rendered.



I then followed the same practice for me next two textures, a Cliff face texture and a cobblestone texture. 

Below are the results of the Cliff Texture


And then finally the Cobblestone texture


Overall i am really pleased with the outcome of this texture practicing, and do not feel that i need to come back to this week, i am a bit disappointed with how the cobblestone came out, but in my opinion that was more because of the texture i choose to use rather than the process.