3D MODELLING: Sculpting and Applying Normal Maps
During this session we are learning to sculpt in sculptris, and to add detail to a low poly model using normal maps.
We started by using the software's paint tools to sculpt an asteroid.
After this was done, we exported it into an obj model to bring in to maya
For a proxy low poly mesh we added a sphere and roughly matched the position and scale of our high poly model
Now it's time to transfer the detail over.
Using the transfer maps dialogue we chose our source and target meshes, and selected that we wanted the detail to be transferred using a Normal Map.
An important thing to notice is that both mesh's existing normals have to be smoothed for the transfer to work correctly
Also the resolution was bumped up to 1024x1024 to preserve the detail better
The result is honestly quite impressive as the low poly model looks very detailed, even though it only consists of 160 polygons compared to the quarter of a million it was before.
We also tried baking the Ambient Occlusion map as a texture (although we had to make sure that the Mayatomr plug in was loaded). Here are the results:
To fix some of the edge issues in the Ambient Occlusion map i opened it up in photoshop, selected the black areas and used the Content Aware Fill to fix the edges.
Next i painted a texture based on the ambient occlusion map
This helped as in sculptris i had made some scratches that inspired part of the texture map
Also we did this process by updating the meteor we did last week. We exported the low poly mesh, sculpted it, re imported it and transfered the maps over
We started by using the software's paint tools to sculpt an asteroid.
After this was done, we exported it into an obj model to bring in to maya
For a proxy low poly mesh we added a sphere and roughly matched the position and scale of our high poly model
Now it's time to transfer the detail over.
Using the transfer maps dialogue we chose our source and target meshes, and selected that we wanted the detail to be transferred using a Normal Map.
An important thing to notice is that both mesh's existing normals have to be smoothed for the transfer to work correctly
Also the resolution was bumped up to 1024x1024 to preserve the detail better
The result is honestly quite impressive as the low poly model looks very detailed, even though it only consists of 160 polygons compared to the quarter of a million it was before.
We also tried baking the Ambient Occlusion map as a texture (although we had to make sure that the Mayatomr plug in was loaded). Here are the results:
To fix some of the edge issues in the Ambient Occlusion map i opened it up in photoshop, selected the black areas and used the Content Aware Fill to fix the edges.
Next i painted a texture based on the ambient occlusion map
This helped as in sculptris i had made some scratches that inspired part of the texture map
Also we did this process by updating the meteor we did last week. We exported the low poly mesh, sculpted it, re imported it and transfered the maps over
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