Tuesday, 30 October 2012

UH 7; Lesson 4; Rat Model UV Mapping

This it the first time that I have ever properly completed a UV Texture map. Yesterday I had no idea how to set out UV Maps, but after around ten minutes concentration, I found an outcome which looks a little like the following;

















(apologies about the terrible quality. But everyone can UV Map so it's not much of a big deal.)

(Below) Three sections of the texture painting to be transferred onto a Sub-Surface Scatter (SSS) Shader. (Top- Epidermal; transferred with 65% opacity to encourage light maps. Middle- Subdermal; bluer, includes veins and slight blood reflection. Lower- Back Scatter Layer; redder, including the overall tint of muscles and blood colour.)




(Below) Mia_SSS_Fast Shader assigned to model

(Below) Renders of the Sub-Surface Scattering with textures assigned and minimal lighting.




























(Below) Bump Map assigned. For the love of God please manipulate your Bump Maps or else it will look like this first render, which looks horrible.




























(Below) Positioned Rat Model with correct bump maps, light maps, Sub Surface Scattering Shaders, Mia_Material_X_Passes Shaders and studio lighting setup.



No comments:

Post a Comment