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Project Overview: Holdeen's Max

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Date Added: 20th August 2013
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To build the back details without departing from the concept, I gathered some elements of ornaments from other parts.

1775_tid_fig13.jpg

Textures

After finishing the high poly and low poly it was time to do the UV mapping to get the textures. I organized the UV layout into three parts to have better texture resolution: 2 x body and 1x shield, all at 2048.

1775_tid_fig14.jpg

With the mapping done, it was time to make the bakes. To help me in this process I used xNormal. For each piece I did three bakes: ambient occlusion, normal map and cavity map.

1775_tid_fig15.jpg

After the bakes were ready, I used Photoshop to join the pieces and make the diffuse map. To give the appearance of rusty metal, besides using the occlusion and cavity maps, I duplicated the cavity and inverted the colors and used it as Multiply to generate dirt in the corners, like rusted metal. For the painting, I left the concept parallel and picked colors to use as a color overlay.

1775_tid_fig16.jpg
1775_tid_fig17.jpg




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Readers Comments (Newest on Top)
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Wyrdalos on Mon, 29 June 2015 11:33am
Amazing job dude Can i see what kind of pattern you used for the arm please? =)
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Sound_Priest on Tue, 11 March 2014 12:31pm
Amazing ;)
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