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First of all, I drew the relationship between light and dark, and then overlaid the color change, drew details, and made final adjustments to complete the head map (Fig.17).

1567_tid_fig17.jpg
Fig. 17

Specular Color

First I removed the saturation of the Color map. Then I adjusted the contrast of the brightness between the different parts using Levels, with the aim of separating the contrast of the brightness between the leather, cloth and metal. Finally, I used Color Balance for each part to add a bit of color tendency (Fig.18).

1567_tid_fig18.jpg
Fig. 18


After that the Gloss map were produced based on the Specular maps, and placed into the Specular channel: Alpha 1 (Fig.19). Next I converted some of the details of the Color map and added them to the Normal map, such as metal, scratches and stains.

1567_tid_fig19.jpg
Fig. 19

Finally I produced maps of the weapons using the same method (Fig.20).

1567_tid_fig20.jpg
Fig. 20





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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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