Wednesday, May 5, 2021

Pipeline 1: Jetpack Jones - Base Colours

 To start with, the uvs was exported out again so they are up to date. Then selecting each part of the model, a new aiStandardShader was placed and was coordinated via the UV maps. The normals maps was then reactivated via the geometry sub menu.

Currently, there is no need to add the face and eyes shaders as they will be a subsurface shader.

Creating a new shot cam with a focal length of 60, some lights was added to allow maya rendering. This included a Skydome (with a hdr map and the visibility removed) and a directional light. The normal map was then reversed from the bump map section, flipping the red and green options off. The normal maps now work correctly when rendered.

First Render

In photoshop, the base colours was placed onto the upper and lower UV's. The alpha channel was removed and the colours picked from the reference image. these colours  was reduced slightly in tone and the black for the boots was more of a grey, allowing them to help it stand out better in maya. 

The normal maps for the knee pads was selected and a new mask placed via the refine edge option. Then everything outside of the selection removed and the colour placed for the knee pads. For the belt, I decided to paint it freehand rather then use the magic wand tool.

A background was placed so to help paint the colours correctly, a slightly off white colour was chosen. The base colours was then exported as the first Diffuse.Tiff and the PSD version saved to allow any alterations. 

Upper Body Diffuse Map 1

Lower body Diffuse Map 2

Going back into Maya, the diffuse map was applied to the shaders thought the colour channel. Some specular was placed onto the boots and small amount on on the trousers/torso. The shininess on the gold was also reduced. Lastly, the Quadratic filter needs to be off on the diffuse maps to allow the textering to be shaper. 

Maya Viewport
Basic Colours Render.

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