This page will be about the texture that I have created for my character and how I created it. This texture will give the character colour and a illusion of material for his clothing.
When creating my texture I planned to create the texture for my high polly character and then simply lower the resolution for the low polly character. I started my texture by taking a screenshot of my characters UV’s.
My low character UV My high character UV


After I have my high character UV I start blocking out the overall colour that I want my character to be. I do this in photoshop using the UV as a template to drawn over.

After i blocked the colours out I checked it on my mode to make sure it was a good fit. After I had checked out the character and its UV’s I then stared collecting material’s to make my character appear more realistic.

Once I was happy with the colours and placement of materials I went over with the brush and added details and fixed some parts to make it fit better and look more realistic.

This was the final creation of my texture and had now planned to reduce the resolution for my lower character and edits its UV’s into a similar position. I had also created a normal map, occlusion map and a specular map for the relevant items.
Normal maps
The normal maps will create the impression of imprints and make textures appear to come off the character which can add a great amount of detail. I have created a normal map for both the characters body and helmet, although with the helmet it will only really affect the visor and battery pack.


Occlusion maps
The occlusion map is a grayscale image that will give light to areas that light could not reach or to use for permanent lighting. I again have created one for both of my textures for my character.

Specular map
These kind of maps are used to give highlight to the textured model. I have only created this one for my helmet to give it a reflective material impression, whilst my characters body material would not suit such a map.
