Making of Wolverine
by Vikram V. , India


Have a look at just the normal map on the model, after painting in the extra details in Photoshop



Diffuse: The diffuse map is basically the colour map. I use the finished normal map as a starting point for my diffuse map. I sometimes convert the normal map to grayscale, and use the levels on it, so that it mimics an ambient occlusion map. I then give it a .5 pixel blur. Next, I generate an AO map from the low poly model (using Max’s render to texture dialogue). I use this map for the overall shape of the character, and grayscale normal map for the smaller detailed areas. As an addition to these two, I use the cavity map generated from zbrush as an occlusion map. With these three set in multiply mode, I have a strong base to start painting my diffuse map.


Now I painted the base colors, after which comes the detailing part. I used a lot of reference photographs for the texture, but the overall texture is hand painted. I used the customized brushes to spray stuff like stubble, and pores.

Specular: I used a colored spec map that I plug into the spec color and the spec level channels. The spec color control the color in which the specular is going to show and the specular level controls the intensity of the specular. It is logical; to use a color map for the spec color and a grayscale map in the spec level slot, but this seems to work fine. I sometimes use a color map for the spec color slot, and a grayscale map for the spec level and the glossiness channel, if I am allowed to use two separate maps.

I start the specular with the diffuse as a base. I first adjust the levels on the map and increase the contrast. I usually add a layer in Photoshop and fill it with 50 % grey. I set the mode to soft light, and use the dodge and burn tools to lighten or darken areas. This is very useful especially in painting a spec map. Then I add a subtle noise to the map, and other minute details like scratches and cross lines.



Reflective Map: I used a mask node in the reflection channel, and connect any sky image into the map channel, and the reflective map into the mask channel. The reflection map is basically a grayscale map and I convert the specular map to a grayscale and paint on it. Since this is not the most important map for a character, I reduced the size of the map to a 512 resolution.


Here are snapshots of the various maps used to texture him





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