Hi
Not sure if my head is just full of sleep, or it's because I've still yet to make them for myself, but I'm struggling to process how you'd go about setting up smaller maps similar to the Micro Detail Normal maps for skin pores etc. This was discussed a bit in another thread of mine, but I don't think the exact workflow was covered.
For instance, I've downloaded a model of Dr Robotnik (Eggman - though he'll always be Robotnik to me) from Sonic Unleashed, which I plan on including in a render or two once my project for making the Death Egg Robot is finished. My sketchbook with that can be found here:
https://polycount.com/discussion/232465/sketchbook-tim-smith#latest
Like other models I've examined, it includes additional maps like Specular and Reflectivity that are smaller than the base maps. The base maps are 512x512, but these smaller maps are 128x128, or 256x256.
What's the exact workflow for setting these up again? What's the common process? Do you just add them like you normally would, either painting them manually...? Extracting them from other texture bakes...? And then export them out at a lower resolution...? Or if it's just for a specific area, like on the torso, do you crop it so it's just that area, and then export and apply that?
Thanks
Replies
Yeah, but I'd like to learn new things as and where I can, especially if it's something I'm curious about. And if they're optimisation techniques, I'd like to learn them; they're useful to understand and know when to implement. One thing I'll be experimenting with in my current project are LODs.
It looks to be a reflective map for the torso.
Body Texture (512x512):
And then the 128x128 reflective map:
Also, looking at the Robotnik model I have, and I've noticed this with a number of character models I've checked, that they have the UV maps set out like this, in different UV grids:
Isn't this a UDIM setup? I've only used UDIMs once. Although I thought this wasn't common use in games? And I've noticed some model's UVs are splayed out over everything. Why is this done? Wouldn't it be better to have them in a UV grid with other objects?
Actually, I'm guessing this is purely for giving something much more resolution as they look to be for stitches. But again, surely something that small wouldn't be seen clearly anyway...?
The big UVs are - as you surmise - a means of increasing texel density
There is nothing special about UDIMs - it's just a naming convention for a standardised system of managing multiple material assignments in a single mesh.
That reflectivity map is a tricky one. It definitely does not look like a detail texture.
Is there a second UV set that fits it?
Is it possible that it is intended to be used as a reflection map (i.e spherically projected) ?
It's not unusual for eg. ambient occlusion to be a lower resolution than a normal map - you just don't need the resolution a lot of the time
doesn't seem like it's a texture in the conventinal sense. see what happens if you give it spherical/reflection coordinates in Maya?
I can't remember how you do that in Maya and explaining how it works is redundant because everything in maya has a stupid name but you're looking for ps2 era style reflection mapping
That's the whole point of using such clever local tiling - by having these little details nice and sharp, it creates the illusion of the whole character being high detail when the camera flashes by (as opposed to using a massive but still relatively blurry texture just to carry these small details).
https://en.wikipedia.org/wiki/Reflection_mapping
On the consoles side of things you can find examples of this all the way to Gran Turismo 1/Ridge Racer Type4.
(of course ultimately the reflection texture will be part of the material/shadergraph applied to the model. But my point is, you won't find out how to create the reflective mapping look by starting there, but rather, by researching the effect itself).
In a sense that's why a console like the Switch can last for as long as it did, with gorgeous first party titles : if a gamedev team knows the effect they want to achieve, they can selectively chose a low-end technique that allows them to pull it off within the limitations of the hardware, as opposed to using a dogmatic "current day" way of doing the effect.
Depending on the intent, the reflection map could remain the same on a character for whole duraction of a game, and/or vary per material, and/or vary per environment.
There is a 99% chance that this is not a masking texture, but rather a reflection texture. I think you are being too dogmatic about assuming that the naming convention dictates everything - It's the other way around really : the gamedevs designed the effect first, and *then* decided on a naming convention for the various components.
It's also possible that it may be overriden fully by other env maps in the actual game, depending on context. There's no way to know ...
It really is a fantastic model BTW ! A perfect illustration of how low spec game art can look better than something fully sculpted/baked down to a highres texture.
there are two reflection maps applied to the model based on surface. the smaller one is used on non-shiny, non-metal surfaces because a blurry reflection makes the surface less mirror like, the larger will be used on chrome or whatever cos that'll look more like a mirror
I would expect they were using spherical environment coordinates to sample the textures in the shader rather than pulling a reflection map from the environment but that's purely because it was a long time ago and pulling them from the environment is not cheap. Masking per polygon would work well with this theory.
in short - i agree with Pior on everything except that I think the reflection textures would be directly applied in the material using hacky UVs
The general workflow for creating smaller maps like this would involve either painting them manually or extracting them from other texture bakes. Once you have the smaller map, you would export it at a lower resolution than the base maps and then apply it to the appropriate area of the model.
If you're using a painting software, you can create a new document with the desired resolution for your smaller map (e.g., 128x128 or 256x256). Then, you can use various painting techniques to create the desired effect, such as using brushes or stamps to add details like skin pores.
Alternatively, if you're using a baking software, you can extract the smaller map from a larger texture bake. For example, you could bake a high-resolution normal map for the entire model and then use a tool like Substance Painter to extract a smaller normal map specifically for the area with skin pores.
Once you have your smaller map, you can apply it to the appropriate area of the model. This can be done by assigning it to a specific material slot or by using a masking technique to apply it to only certain areas.
It's the same thing as zbrush matcaps. It's cheap and easy to do.
https://www.youtube.com/watch?v=osgMB0mf23w
Now it can be hard to tell what map does what without seeing the shader or all UV/vertex color channels