Sunday, 24 February 2013

week 5: floor texturing


This week I was given the task to create a tillable floor texture, to create a walk way.

I began creating the pattern and then made it tillable. I also found and edited a metal texture to fit the texture Im trying to create. Once I was happy with it, I created a yellow and black stripped texture and overlayed it over it so it seems to be painted on. I created a mask and placed a scratched metal texture it it looks like the pain is warn. 
This texture is being used as the side of the walkway 



This is the middle part of the texture. I used the same metal pattern texture. I created the red pattern tillable so it will repeat as I tile it. I also added some detail to it to make it more interesting. With the black squares I created an Alpha map, so when I place this in Maya the black squares will be invisible. 


These are the normals I created using the precious two diffuse maps. 

After going to tile it in Maya I realised that it did not actually tile properly so I went back and edited various parts to it, and now it is tillable and work
s wells.




Here is a rendered view of the tilled floor. I create a plane with three planes wide and however many along.
I created a small box underneath and added the checked texture to show the alpha working on the middle plane. 
I think this has worked well, and during the summer I plan on building up on this and hopefully making a small corridor.  





Saturday, 16 February 2013

Week 4: tillable texturing

This week I created a Normal map from a tillable texture. 
I started off with a basic wall texture, I then selected the part I need and placed it into a canvas with the size of 1024 X 1024. I then used the Offset tool which would allow me to turn it into a tillable texture. When I did this it created a seem along the middle going vertically and horizontally. To amend this I used the clone stamp tool and used it along the seem so it would blend in and the stones lined up properly. 
With this done I now had a tillable texture. 



I went into Xnormals and created the Normals for it, then I would copy the layer and used overlay to create more depth in the image so it would look less of a 2D texture. 



I then created a Specular map for it, so when light would pass over it, it would give the appearance of stone. 



I also created a marble tillable texture.

This is the original image I was supplied with, as you can see it has a gradient going across the image which would stop it from being tillable.


This is my final image, I used the high pass tool on Photoshop to remove the gradient and then I used offset to allow it to become tillable. I then removed the seems across the middle using the clone stamp tool.




Monday, 11 February 2013

week 3: box texturing


This week we were given the task to texture this box. We were given two models, a high poly and then a low poly. 
First I had to unwrap the low poly Uvs and lay them out.
Next I then baked now the high poly to the low poly creating the normals to place onto the low poly object.
I then created the Occlusion map which added the shadows to my texture.
Then I went and created the Diffuse map using a sort of Japanese theme with the main colours being purple and grey.
I then created a new Normal map by creating a new normals map with my diffuse and placing it over the original Normal map and using Overlay in Photoshop. 

Here is the Occlusion Map:

The Diffuse map:


The Normals Map


The Specular map: 


Various screen shots from the final model: