Basic Texturing
After entirely finishing my UV sheet, I was able to export a
1024 x 1024 snapshot and then load it in to Photoshop. Before I could begin
texturing I had to generate an ambient occlusion texture map. This caused a
variety of problems though due to both the huge number of components that makes
up the construction vehicle and the fact that to improve on texture quality, I overlaid
almost every single mirrored face within the UV texture editor.
This allowed me far more resolution to work with but also
forced me to separate my model in to groups for each major component before I could
bake them. Even with all this, after exporting each major component as a FBX
and loading them in to x-normals for a faster baking process, the end results
still had a wide assortment of errors which forced me to do a lot of tweaking
in Photoshop, using the healing brush, smudge tool and clone stamp tool. Once I
got to a position where I felt relatively happy with the end results, I placed
both the AO and UV snapshot in Photoshop; Snapshot at the top set to screen and
the AO placed below as an overlay and could then begin texturing.
At first when beginning the physical texturing, I decided to
start with block colours, ensuring that not only could I get all the basic
details down quickly and neatly; I could colour code as well as group each
component within Photoshop to make it a lot easier to identify which component
was which. Although this seemed like a rather good idea at the time, due to
corruption I lost the entire block out forcing me to restart with just the AO
and snapshot but it did give me a rough idea of what of what colours look best
in which locations.
Even though my UVs had a fair few seams in them, I used a
few techniques learn within texture dev to make them entirely seamless with
very little to no trial and error. By separating the main body with the largest
seam in to a separate object, duplicating it and then planar mapping it to a
camera view in which the seam is covered, I could then open the ‘Transfer maps’
menu and bake the newly UV’ed body as a the source mesh with the correctly UV’ed
body as the target, ensuring that both are visible and ‘Diffuse’ is selected. I
had to create a new texture for the newly UV’ed body which was simply a 1024
tiled version of the original body texture but after baking all I had to do was
open the newly baked diffuse in Photoshop and erase everything beyond the edges
where the seams are located between the UVs.
As the seams were completed covered within the duplicated
vehicle frame, leaving just these edges and then overlaying them over the
normal UV texture sheet I had been working on left me with an entirely seamless
result. This is a fairly time consuming task so I only used it on crucial areas
but it could realistically work for any possible UV seam but it is important to
ensure that the UVs are set to the same scale across the entire object or some awkward
blurring can occur.
Using a variety of textured I sourced from local pipes,
surfaces, early reference and food I began experimenting, creating individual and
unique textures for each and every component within the construction vehicle.
This may have been un-necessary and have taken far too much time but through
the use of an extremely powerful camera, I was able to combine zoomed in
segments of just a few texture images together to make a huge number of
variations. By selecting each component area using the Polygonal selection
tool, I was able to make the entire sheet look incredibly neat which in turn
made it far easier to understand once more detailed were added.
It may have taken an incredibly long time to lay down all
these base textures but it left me with a nice, un-painted and rather rusty
effect across the entire vehicle. Even at this, it still looked quite
unfinished in comparison to my original reference photos but I was then able to
create a new layer to handle block out colour, putting the base layers on the ‘Subtract’
layer mode, allowing areas of the rust texture to show under the block colour.
At this stage, I wanted to add a bit more detail and depth to
each component but due to the texture resolution on most components, it was
going to be a very awkward task to incorporate it directly in to the base
textures but by created another layer and setting it to bevel/emboss, I could
turn down the fill and then trace each component with a near transparent line
which incorporated a nice bit of shading detail, making each component look
slightly more warn around the edges. This was a fairly quick process but
created some rather dramatic results.
I then
decided to create a normal map for the wheels to make the thread look more
protruding and generally make the wheel look more realistic. To do this, I found
one of my reference photos of the construction vehicle’s tire tread and created
the basic raised geometry across a flat plane in Maya. After adding a few edge
loops and then applying smoothing, I was able to bake the end results to a
plane before tiling it across the treat UV area. After applying this in ‘Tangent
Space’, as a normal/bump map in Maya, it made the tires pop out a lot more than
previously.
The overall texture still needs a bit doing to it in terms
of a few decals and I need to erase a bit of the yellow block colour to show through
a bit more rust in areas that require it but generally im quite happy with the
result up to this point even in a fair fit more work is still required before I
can call it a finished product. In the future I do need to pay far more
attention to layer naming as I appear to be incredibly messy in this sense,
forcing myself to then spend a good few hours afterwards removing, renaming and
then combining each of the necessary layers which over-complicates the entire
process.
Finishing Touches
The final steps i had to take to finish off this construction vehicle was the generate the specular map, rub away a bit of the colour detail with its luminosity detail to remove some of the more intensive orange shaded areas. With the colour levels more or less correct, I was able to use the sharpen filter on any faded area to add a slight bit more detail to the rough metallic areas. The windows still seemed a little too dirty so i turned down the window dirt layer and the glass effect worked much nicer.
With the model now looking relatively decent, i created a low impact normal map which i combined with the previous map to make each material really stand out. It may be less obvious on areas such as the painted surfaces but the front scoop and other bare metal pieces become crusted and relatively bumpy, really allowing the material to show through.
Finishing Touches
The final steps i had to take to finish off this construction vehicle was the generate the specular map, rub away a bit of the colour detail with its luminosity detail to remove some of the more intensive orange shaded areas. With the colour levels more or less correct, I was able to use the sharpen filter on any faded area to add a slight bit more detail to the rough metallic areas. The windows still seemed a little too dirty so i turned down the window dirt layer and the glass effect worked much nicer.
With the model now looking relatively decent, i created a low impact normal map which i combined with the previous map to make each material really stand out. It may be less obvious on areas such as the painted surfaces but the front scoop and other bare metal pieces become crusted and relatively bumpy, really allowing the material to show through.