Friday, October 29, 2010

Barrel Prop

    Here is a prop that I created for the organic texturing scene from my previous post below.

    The base model was modeled and uved in Maya and then exported and sculpted/textured in ZBrush 4!  The Color,Spec, and Normal maps where then exported from ZBrush for use on the low rez model in Maya.

Enjoy!


Organic Texturing

     I recently completed a small "game ready" texturing/uving project for a company in southern California and thought I would share my outcome with you.

     I was told that the texturing should be "next gen" in quality (ex. Color,Normal,Spec,Vertex Coloring etc...) and that the maximum texture size was limited to 512x512. But, I could have several 512x512 maps.

    The following images are "real time" screen grabs right inside of the Maya view-port. With Maya's real time lighting and shadowing. Now, I know that Maya's shading engine sucks. And I know that I could have baked the textures but baked shadows was not allowed. My hope is that Autodesk will incorporate 3D Studio Max's real time engine into Maya in it's next release since 3DSM has real time soft shadows which look 100 times better!

    The final texture count came out to a total of (5) 512x512 maps (Color,Normal,Spec, and Vertex AO blending).


And here is a short "real time" turntable from Maya's view-port of the final textures applied to the geometry.