Tuesday, 8 December 2015

Triple A Mapping

After putting the low-poly and high-poly models into XNormal to get the texture maps I brought them into Photoshop to correct some errors and distortion in the mapping which would cause the materiel on the object to lie slightly off. After doing that I combined the maps for the separate pieces of the dumbbell.

Normal Map

Ambient Occlusion Map

Colour Map

Hopefully with these maps I should now people able to put the materials onto my object in Quixel and be well on my way to being finished. 




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