Blog Entry 17/03/2017
Texture Adjustments and Scene Tidying
I started assembling my hand in the version for the dissertation by starting to clean
up the scene and deciding on a naming convention. Each scene that I will
present will include 3 LOD models, meaning all sections have been attached,
they will also hold the name “Type”_”LODdetail”_LOD for example
“Corvette_HIGH_LOD”. I’ve also cleaned up my material editor ready for when I
bring in all my textures, making sure I’ve only got 1 muti sub-object with up 9
materials present. As far as the pre-export checks, I’ve already completed this
and since I havent modelled anything extra, they should have remained correct.
Re-doing AO Maps
I had completed my AO maps in Zbrush already but I wasn’t that happy with them
since they were fairly washed out and didn’t capture any of the greeble detail.
So I went and re-did them in 3DS Max. Though I had to import a fairly high poly
model into 3DS Max ~ 2 million, causing a bit of a slowdown, I was able to
obtain a much greater AO map which did indeed capture the greeble in the
channel itself, Heres the Max render of AO which it generates automatically.
Adding Roughness & Metallic
I may have used “specular” in several places during my blogs, but since I’m using a
PBR workflow, I need to conform to the terminology for that workflow. So
I’ve gone an added Roughness and Metallic maps now to each section. Using
BitmapToMaterial, I best tried to get a metallic surface and so fine tuned the
settings to achieve a material which was partly reflective (Roughness) but also
retained the coarse look of metal (Metallic). Here are my results.