Monday, December 21, 2009

Joker Post Mortem pt. 2

I figure I would get the rest of my character texturing trials and tribulations out of the way so I can move onto new things and have a legitimate excuse to say Lando Calrissian. But that's for a different day. At this juncture, it's time not be serious and get my discussion pants on.



Last time I gesticulated about this project, it was about the challenges of pattern making for textures, and now I'm going to move onto something considerably more fun. Normal mapping. Now, I will be honest, learning how to normal map with no prior instruction whatsoever was challenging to say the least, but I feel that the results speak for themselves, shown by our Clown Prince of Crime's lovely face here:



Before the obvious is stated, the lips looking, funky, as it were, is due to inherent problems with the geometry, so we'll gloss over that bit. Now, after I approached the situation from several angles in terms of generating the normal maps, the best solution for me turned out to be making my high-poly mesh inside Mudbox, eporting it, and then importing both the high and low-poly meshes into xNormal and generating the normal maps in there. However, I ended up having to modify the maps inside Photoshop in order to make the maps smoother and to fix some issues with how Maya handles normal maps in general.

No comments:

Post a Comment