Saturday, March 13, 2010

WIP - Campus House #2

(Click to see detail)

The first thing I created today was the rug. The material was created from heavily photoshopped pictures from my phone's camera. Just a simple diffuse this time - it didn't need anything extra.

Then I created a "dirty clutter" decal for the carpet, which took a bit longer than it should have due to troubles making the mask in photoshop. Finally got it working... I'll make more of these later so it's not all the same leaf.

The door/window frame was really fast - I created a plane in Maya, quickly modeled the indents/curvature of a piece of the doorframe and baked out the normals and occlusion. I created a material off of those and applied that material to flat BSP cubes. The normal map gives enough depth that I think I can get away without an extra mesh.

Finally, the leather... table thing? I created an RGB texture in which each color contains a different mask (so I could stop the detail normal map from covering the legs, for example). Then the black color itself comes from a constant. Pretty much all the "leathery" detail comes from the normal map, which contains a combination of the normals from the high-poly smoothed version of the mesh, smaller leather "cracks" as a detail normal, and a "grunge" map (also used in both the walls and carpet) to add a bit of variation and the illusion of wrinkles. Finally, the same grunge map was tiled differently and put into the specular to give the specular itself some variation. Having a nice grunge diffuse and normal texture on hand is absurdly useful - when used right it can be applied to pretty much any texture to add slight variation.

(Click to see detail)

I'm not sure what to tackle next... I'm probably going to end up finishing the door and windows. I'm really getting sick of looking at that black void.

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