Blog Entry: 20/01/2017

Diffuse Texture & Workflow Practice


The two main aims of this week were to come up with some diffuse texturing

designs and to create a workflow document I could follow to get consistency

across all ship modules. My first design attempt came from a

camouflage technique called razzle dazzle Figure1.(Image), used in WW1 to

disrupt the shape of the ships. Here are some of the quick renders I made to

help me visualise how razzle-dazzle could look on my ships. Figure 2&3.(Image)

Figure 1. Mood Board for Razzle Dazzle

Figure 2. Razzle Dazzle on the Destroyer Ship

Figure 3. Razzle Dazzle on the BattleShip

For my workflow document, I noted down all of the modifiers I was using and

their numeric values, meaning I could quickly move through and get identical

results on different modules. With my last blog, I was unsure whether the

greebling technique I tested could be used, due to high poly counts, but

amazingly I managed to bake the greeble into my normal map, and it looks

amazing! Alongside scratch detail and metal scuffs, the normal map lends high

detail without any geometry added to the mesh. This here is my test workflow

module, I’ll spend the most time on this getting it just right, in order that I can

copy the results to the other modules.

 

Figure 4.(Image) AO Map Tor The  Module

Figure 5.(Image)Cavity Map For The Module

Figure 6.(Image)Captured Greeble In The Normal Map

Figure 7.(Image)Render Within KeyShot 5

Figure 4. AO Map Alpha Channel

Figure 5. Cavity Map Alpha Channel

Figure 6. Normal Map Channel, Captured Greeble Data

Figure 7. Render in KeyShot 5