So after learning about what a
digital foot print was I would still want to talk about how I generated my
maps. The image below was an earlier test before my new uv layout was done. This
is just explaining how I created my maps for my model.
To generate the maps I would use
topogun still following the tutorial. To set up a reference image for this I used
my super high model from when I first exported out of z brush. I then loaded in
the appropriate mesh which would lay over the reference from here topogun has a
generate maps tab.
Going into the tab I was able to
select what maps to develop and set a cage on top of the mesh to see what
colour was extracted, basically if the cage didn’t cover the mesh it would not
be able to absorb the detail and colour reference to produce the maps. By using
this process I was able to extract 3 type of maps that I wanted. By doing this for each piece I would have vast library built out of these maps.
The maps that I wanted to
generate were a normal map, cavity map and colour map.
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