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Making Of 'Demon Hunter'

By Wuxu
| Your Rating:
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Date Added: 30th July 2012
Keywords:

Baking

I used Xnormal to generate Normal and AO maps. In order to solve any problems caused by separating the model, I used the low res model in Maya to generate a whole AO map and overlapped them (Fig.13 - 14). Then I fixed some minor problems in Photoshop, and the final Normal and AO maps were completed (Fig.15).

1567_tid_fig13.jpg
Fig. 13

1567_tid_fig14.jpg
Fig. 14

1567_tid_fig15.jpg
Fig. 15


Texturing

The Diffuse map can be seen in Fig.16:

A. I made the base color by referring to the Normal map
B. I overlaid the basic texture of various materials, and increased the wear of the dark armor
C. Next I increased the stain, scratches and general details.
D. Finally I adjusted the AO hue and the transparency, set the Normal map to Multiply to create a Cavity map and adjusted the overall hue and contrast of the map.

1567_tid_fig16.jpg
Fig. 16





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Readers Comments (Newest on Top)
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Lukas Danin on Tue, 31 July 2012 9:37pm
Nice work, can you tell me how much triangle the model have?
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