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Creating a Next-Gen farm

“Creating a Next-Gen Farm ” by Daniel Vijoi Here is one area of the building with the normal map applied:


Also, these are the settings used for the nVidia Normal Map Filter used in this tutorial:

Specular map
The specular map’s basic role is to dictate how much light is reflected of a surface. Materials like wood, brick or concrete will have lower specular values while glass, metals and other metals have higher values. As with generating the normal map, the specular map requires careful examination of the surfaces involved to guarantee proper results. Some 3d engines use a grayscale specular map, some use a colored one.The image shown below contains a portion of the final specular map. The bright areas represent the windows with some dark areas for the parts that are dirty. Next, the metal surfaces have brighter values with dark areas for rust and brighter areas for shiny details like the door handle, hinges and rivets. The darkest values are for the bricks, concrete and wood. Of course, if the wood is painted, its specular value will be higher, same goes for wet bricks or polished ones. Another rule would be that older surfaces tend to reflect less light than new surfaces as they are affected by dirt, dust and/or rust, all of which have very low specular values.In general, the specular map will have more contrast than the diffuse color it has been generated from.

The texturing process requires that the artist checks the asset constantly in the 3d viewport after each texture save. It’s also a good idea to adjust the texture intensity and color when all textures are done to ensure that they match each other. One of the reasons is that the lightning of the asset will change dramatically after the normal map and specular map are added.
5. Mapping
Mapping involves arranging the initial UVs to conform to the layout created at the previous step so that no areas on the texture are left unused. Also, UV mirroring should be avoided as it leads to „butterfly” artifacts. Also, the scaling of the UVs has to be kept proportional to avoid obvious differences in resolution.
The effects of such problems can be observed in the following image:

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