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Total Textures Making Of 'The Warrior'

By Cedric Rousseau
Web: Open Site Email: CRx3d@free.fr
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Date Added: 9th December 2009
Software used:
3ds Max, Photoshop, ZBrush

The Normal maps were obtained in 3dsmax using the Render to Texture tool. For each part or group I imported the high definition Zbrush model into max, and then linking the low res parts to the corresponding components I rendered the normal maps. By default, the global super sampler in max is set to 'NONE', so I first enabled it and then set it to Max 2.5 star in the options under the Renderer tab. For some parts I decided to make the normal map size 4096 which I would then reduce in Photoshop. (Fig.07)

392_tid_image013.jpg
Fig. 07

At the same time as making the Normal map I also took the opportunity of creating the occlusion map, to be combined later with the Diffuse and Specular map. For occlusion map I used the High Pass filter in Photoshop coupled with the light map. I overlayed the latter map with an opacity between 5 and 20% depending on the result. It serves just enough to create a bit of depth. (Fig.08)

392_tid_image015.jpg
Fig. 08

Textures

The Diffuse map: I re-used my UV's from 3dsmax, then filled all the elements with a basic colour. At this stage we can easily make colour tests for the character. Then all that remains is to add details, material, dirt, wear, etc.... (Fig.09)

392_tid_image017.jpg
Fig. 09

Here are some stages for some of the Diffuse elements:
All textures are from the 3DTOTAL collection.
Fabric and clothing(Fig.10) :

392_tid_image019.jpg
Fig. 10

Head (Fig.11):

392_tid_image021.jpg
Fig. 11


Armour and metal (Fig.12):

392_tid_image023.jpg
Fig. 12

Boards of textures

Four 2048x2048 textures have been used: Diffuse (colour), Specular, (colour and intensity of light), Normal map (I have grouped the bump map with the normal map) and also the map for the self illuminated parts. (Fig.13)

392_tid_image025.jpg
Fig. 13

Records

For the final rendering, I used the Scanline renderer in Max. 3 Light sources were also refined in Photoshop and lastly I made a colour adjustments to refine some of the contrast and colour.
 
Lighting (Fig.14):

392_tid_image027.jpg
Fig. 14

Viewports 3ds Max:

392_tid_image029.jpg
Fig. 15

392_tid_image031.jpg
Final Image


 
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