torsdag 8. oktober 2015

Noroff fagskole: T3 - Texturing the hard surface model



This week at Noroff, we are texturing the hard surface model we modeled last week.















Time-budget






Idea Development

This is my mood-board. As you can see, I wanted the look of my Hoverboard to be "special" and stylistic.

I ultimately decided to remove the foot-straps, because of time-consumption and difficulties.
They had problems I had not encountered before, they had a lot of geometry, and I had no idea how to unwrap the UV's. So I removed them, and decided to use a "grip-tape" texture for the top of my board instead.



Work

These are the UV's of all the objects.



This is the color texture.
It basically gives the hoverboard its general look.

This is the gloss texture.
This describes the roughness of the object, or the "glossiness".

This is the normal map.
This fakes lightning and dents of the hoverboard, which in my case, is only the grip-tape.

This is the specular map.
This is the surface reflectivity of the hoverboard.


Finished Product


Checker-mapped

Fully mapped and textured

View 1: Specular, Gloss, Color, Normal

View 2: Specular. Gloss, Color, Normal



I am happy with the result, but I feel like there is something missing. 
The texture for the "hover engine" and the main engine looks too gray and boring. The normal map only changes the grip-tape and nothing else.

But other than that, I think it looks good.

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