We got feed back from Black North today and they really like our sets they loved the layouts of all the sets together and how each set looked on its own, now they want us to UV unwrap them and add textures to bring the sets to life. 🙂
This tutorial helped me last time while using uv unwrapping, it explains a simple process using the new Maya 15, 3D unfold tool.
I have UV unwrapping before so this time it was a little easier. I started with the easiest object to unwrap which it the the plane, I opened the “Uv Texture Editor” and then selected “Planar Unwrap”.
I then started to unwrap the cliffs, to unwrap theses I used a new tool called 3D unfold tool. First of all you get this tool to work you have to plug it in, in the Plug in manager.
Once I had it plugged in I opened the Uv Texture Editor and created a plannar mapping. I then went to edge mode and selected the edges along the bottom and up the back of the model. Once I had the edged selected I opened the Uv Texture Editor and Cut Uv’s. When the Uv’s were cut I then clicked on Unfold. It unfolded the uvs neatly. After I had the Uv’s unfolded I added the checkered textured to make sure that the uv’s looked ok and not stretched or twisted.
For the tunnel I did the same thing only I cut the Uv’s along the roof of the tunnel.
I used just a planar map for the canyon then relaxed the Uv’s around the entrance so the uv’s were not as compact.
When unwrapping the rocked I used the same method as I used for the cliffs, I cut the Uv’s along that back and the bottom as theses places would not be seen in the game.
Now that I have unwrapped everything I then selected all the objects in the scene, In the textured editor I selected Shell mode and clicked layout, this laid all the uv’s into one uv set, seen in the image below. Now that I had the Uv’s done and layout into one set I can now add textures to them in photoshop.
Before I started the textures for set I did some research into realistic texturing.
I found this article that shows how to use bump and specular maps to make detail more realistic.
While researching I found this tutorial on how to create Maya 3D bump textures. It shows you how to create realistic textures by using the hypershade.
I then researched some snowboarding games as a reference for texturing. I researched a game called Deadly Decents. Some of the environments look realistic and the huge, diverse mountain ranges look great.
I like the coloured used in these images, the mixture of blue and white make the environment look realistic and it adds depth.
Creating the textures.
Now that I had some idea on what I would like my textures to look like, I got mu UV’s from Maya and bought them into Photoshop to add the textures to them. Below are some of the textures that used and blended together to create my own textures for my uvs.
UV’s for my set
Ice and snow texture
To texture the uv’s I brought then into photoshop, I then used the images above and blended then together to make new textures for my set, I also used the brush tool with a textured paint brush in photoshop to add to the new textures that I made.
Once I had textured everything for my UV’s I got my baked ambient occlusion and added it to another layer on Photoshop. I then Multiplied this layer into the textured layer.
Now that all the textures are done I needed to create a normal map for them, to do so i downloaded Crazy Bump. This allows your to drop in any image and it will create a normal map for you. It also allows you to adjust the depth and intensity of the maps. For my map I made the Intensity to 6.
I plugged the normals map into the set by adding a file into bump mapping in the Attribute Editor and then baked all the textures.
To baked the textures you go to rendering, the Lighting/Shading and click the Batch Bake option box. There are a few thing that need changed here.
- In the color mode changed it to Light and Colour.
- X resolution and Y resolution change it to 2048.
- Click covert and close.
Once the textures are asked u then replace the baked textures with the old textures. Below are rendered images with the new baked textures plugged in.
After sending my work off to Black North we got some feed back. They want us now to build up the sides of the sets and add more mountains so that you cant see into the distance.
I then duplicated my plane and mountains used then to fill in the gaps. After adding these new objects to the set I had to relay out my uv’s then retexture and rebake everything, this time it didn’t take as long because I had already done it before and it was easier this time round.
The new textured uv’s with shadows.
After handing over all our work we got some feed back, they said that they really liked our work and that the style was nice, the could see the same style the whole way throughout, which was great.
Black North then sent us a file with a space ship in it. They was us to take the shape and smash it over our sets so that it looks like the spaceships have crashed. Below are the new baked textures with the shadowing of the ships in it.
This is what my set looks like so far with the smashed spaceship in the set. I am really pleased with my best so far.
This is the fly through of my set, it is a quick a playlist to show perspective.
This is a rendered turntable of my set so far. You can see the new sides that I added to the set, a few more mountains and the spaceship.