I'm working on this beast for a creature assignment. I started in Zbrush by using Dynamesh for the first time to block out the form. Then I used Zremesher so I could have a low subdiv in case I need to tweak the form, and reprojected the details from my duplicated Dynamesh back onto it with the morph brush etc. After that I Decimated it and exported it to Maya to set up the subtools for the eyes, claws & teeth. I'm going to have to do a complete retopo after I finish the sculpt, which will be a first for me, and I think I will use 3D Coat for it. Then it must be demonstrated in UDK.
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Thanks! I got it
This thing is due Thursday. I've got the low-poly and all of the baking done. My next step is to poly paint the high-res that I transferred UV attributes to from my retopologized low-poly. Hopefully that will work so I can export a diffuse map, because that and specular is all I have left.
Some quick questions,
about arranging AO and cavity maps in photoshop, I know you set the AO to multiply, and the cavity to overlay, but which should be above the other in the layer hierarchy? I know both should be above the diffuse map layer(s)
And how would you guys suggest I produce a specular map?
As far as AO and CA is concerned; I usually look at things like that in terms of hierarchy: Cavity is local, whereas AO is more global. Therefore, I consider AO to be higher in the hierarchy. So I usually start with the CA as the base, multiply the AO over top of it, and then take the result and multiply that back over the base diffuse texture. Then it's just a matter of messing around with opacity until it looks right.
As far as Specular is concerned, I usually approach it as a two-step solution:
Step one, is derived from your texture map. Here, you can see my isometric me and shane are working on for John, and the diffuse map of the wall piece:
Once my diffuse is done, I usually stuff all the diffuse layers into a folder in photoshop, and then duplicate the folder for specular work.
From there, I adjust the color and B/W values of the different layers to acommodate what effect they'd have on specular. Exposed metal scratches are reflective; paint only has subtle specular; and the grunge overlays and such.
After which, I get this as my base specular, as derived from my diffuse texture:
After that, the second step is a neat trick I picked up from my various google sessions: Add highlights to edges and strong changes in geometrical vector. It really makes it stand out and look that much better.
That's done through what I call the 'highlight' layer. (And this is why I maintain the opinion that Crazybump IS good for something.)
The result is this, once adjusted in photoshop:
Place that above all your other specular layers in photoshop, and set the layer to 'lighten.' (This mode ensures that only white values affect the below layers; black does not). Then adjust the opacity of your highlight layer to desired effect.
The end result is this final specular map: