Texture

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

Screen Shot 2016-06-17 at 09.20.35

Screen Shot 2016-06-17 at 09.13.31

 

 

 

 

 

 

 

 

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.

Screen Shot 2016-06-17 at 09.26.39.png

 

 

 

 

 

 

 

 

 

 

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.

Screen Shot 2016-06-17 at 09.29.53.png

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.

Screen Shot 2016-06-17 at 09.31.59.png

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.

Pilot Texture_NRM.png

Helmet_Texture_NRM.png

 

 

 

 

 

 

 

 

 

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.

Pilot Texture_OCC.png   Helmet_Texture_OCC.png

 

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.

Helmet_Texture_SPEC.png