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.

1 comment:

  1. Hey man sorry for the super late comment on this post but i just found it looking for some cliff strata texture with normal / spec maps and I'm so impressed, your work is awesome. Do you mind if I use a color-adjusted version of your cliff texture in my project?

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