In total there needed to be 24 textures to be used on the models. For each of these textures I needed an albedo, and ambient occlusion map. For the more important models I would need a normal map and possibly a specular map. For one of the models I ended up needing an emissive map too. For most of the textures I started with the uv snapshot and ambient occulsion render taken from Maya. Then I made a layer consisting of one colour behind these and a layer on top of this of a picture of rust. I created a layer mask on this layer and began to make the rust show in areas that made sense. Here is a screenshot of the bridge texture and the Photoshop layers to accompany it. This is a good representation of how I structured most of the textures.
Here are the textures added using lambert materials in Maya.
All of these textures are applied to these models in unity via specular setup materials.
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