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Texturing for Games in Maya, Mudbox, and Photoshop

Texturing for Games in Maya, Mudbox, and Photoshop

with Adam Crespi

 


Realistic and compelling textures bring video games to life. Learn to create textures and add color, reflectivity, and other surface detail to your games with Autodesk Maya, Mudbox, and Adobe Photoshop. Author Adam Crespi shares techniques ranging from painting with photo references to modeling and rendering high-polygon objects for baking textures. His workflow places an emphasis on optimizing textures for tiling and reuse, both as standalone textures and as part of a texture sheet used on multiple objects.
Topics include:
  • Introducing texture tiling
  • Stacking polygons in an unwrap
  • Establishing base colors
  • Establishing realism with age and wear
  • Cleaning up seams and joints in textures
  • Creating dents and scratches
  • Working with normal maps
  • Sculpting detail
  • Baking occlusion for rust and dirt
  • Working with value and color for incandescence
  • Faking reflection
  • Painting skyboxes

show more

author
Adam Crespi
subject
3D + Animation, Textures, Materials, Game Design
software
Maya 2013, Photoshop CS6, Mudbox 2013
level
Intermediate
duration
4h 22m
released
Apr 11, 2013

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Introduction
Welcome
00:00(music playing)
00:04Hi! I'm Adam Crespi, and welcome to Texturing for Games in Maya, Mudbox and Photoshop.
00:09In this course, we'll look at techniques for painting textures for games.
00:13We'll start out with painting textures by hand in Photoshop.
00:16Beginning with the Diffuse and adding Specular and then Normal Maps, we'll
00:20create normals from grayscale bumps.
00:23Then I'll show you to enhance your Normal maps, painting directly in the Normal channels.
00:26We'll see how to create textures from high-res models in Maya, rendering
00:31using mental ray, and crafting textures including Occlusion, Normal, Specular and Diffuse.
00:37We'll be covering all these features plus plenty of other tools and techniques.
00:42Now let's get started with Texturing for Games in Maya, Mudbox and Photoshop.
Collapse this transcript
Using the exercise files
00:00If you're a premium member of the lynda.com online training library or if you're
00:04watching this tutorial on a DVD-ROM, you've access to the exercise files used
00:08throughout this title.
00:09In the exercise files, there are separate projects for each movie in each chapter.
00:14Each chapter has its own folder.
00:16In each folder is a folder for that particular movie.
00:19In those folders for the movie is a project, and the projects are named for their application.
00:24For example, 01_03_Maya is a Maya project, and in here we see the default
00:30Maya project structure.
00:32For movies using Unity you'll see a Unity project named in the same fashion.
00:3606_03_Unity for example, is a Unity project with Assets, Library and
00:40ProjectSettings folders.
00:42Any assets you need to start that movie are in the Assets folder and there will
00:46be named for that particular movie.
00:47For example, here's a Color and a Normal map 06_03.
00:50In each Unity section there is one scene, I'll demonstrate first in Maya setting
00:55the project, and then Unity.
00:57Here in Maya before opening the scene make sure you set the project choosing
01:02File>Set Project and browsing to the correct chapter.
01:06In exercise files for example, I'll pull open Chapter5 movie 05_06.
01:13I'll set the project to 05_06_Maya and click Set.
01:17Now when I click on the Open button to open a scene, it takes me to the
01:21Scenes directory in that project folder, and there's the Start File to begin the exercise.
01:25These are starting assets for this particular movie.
01:29Here in Unity, make sure you open the project first, and then open the Scene.
01:33I'll choose File and Open Project.
01:37In the Unity Project Wizard dialog click on Open Other; it starts out in the
01:41default Documents in a New Unity Project.
01:44I'll browse to the exercise files and into the correct chapter.
01:49In each chapter I'll go into the folder for that movie and finally there's the
01:53Unity project 06_93_Unity in this case.
01:56I'll double-click on the project and we can see Unity recognizes it as a Unity
02:00project with Assets, Library and ProjectSettings in place.
02:03I'll click Select Folder, Unity will close and restart with that project in.
02:08Now I'll click on 06_03_Start, the starting scene for this exercise and there
02:13are the assets required for this particular movie.
02:16In Photoshop the working files are PSDs and we'll save out flattened images for
02:21the different exercises.
02:22I'll choose File and Open.
02:25I'll browse over to the exercise files and into the correct chapter and
02:29correct movie folder.
02:30Here's 08 and 03, in there for example are skymattes, I'll pick
02:3608_03_skymattes_start and click Open.
02:40This pulls open a layered PSD that's our working source file for the creation
02:44of a Skybox, from this we'll save out flattened images and bring them into the game.
02:49If you're a monthly member or annual member of lynda.com, you don't have
02:53access to the exercise files, but you can follow along from scratch with your own assets.
02:57Let's get started with Texturing for Games in Maya, Mudbox and Photoshop.
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1. Tiling Textures and Texture Sheets
Introducing texture tiling
00:00In authoring games resources are always at a premium.
00:03We have to be conscious of how much we're doing to set up the environment where
00:07the game is taking place, before any action happens.
00:11We can't simply make all the textures we need and giant models, as this will
00:15swamp the game engine and slow down gameplay.
00:18Part of that then is optimizing not only how many textures we need but how they
00:22are used and how big they are in the scene.
00:24I'll demonstrate this in Maya with a simple piece I've made, a brick wall with a door.
00:29First, I'll set my project choosing File and Set Project.
00:33We can see right now the project is set to the Default in My Docs.
00:37I'll browse over to the exercise files and into Chapter1 and finally into
00:4201_01 for this movie.
00:44And there is my 01_01_Maya project file.
00:48In here are all the default Maya folders for a Maya project.
00:52I'll click Set, and then open up 01_01_start from the scenes folder.
00:57Project setup is very important, so that Maya can keep track of where all your
01:01textures are in a relative path, and that way you can move the project around
01:05from drive to drive, without having to re-link textures.
01:08I'll Click Open and not save the blank scene and there is my wall with the door.
01:13What I'll do often in Maya is maximize my viewport by pressing Ctrl+spacebar
01:18to work full screen.
01:19Press Ctrl+A to bring back the attributes or channel box.
01:23And finally, on the Hotbox, click in the space to the right of Maya and bring
01:27back the Status line; occasionally I'll also bring back the Command line or
01:31Helpline just to see if there are any errors popping up in the bottom.
01:35Now I'm ready to work in some pretty good real estate.
01:38I'm also working in one big Viewport, so I can really see what I'm doing.
01:41I have a wall and it's got a cap, a door and a door frame.
01:45I've modeled all these objects, and I haven't deleted the history yet or unwrapped them.
01:49What I'll typically do is prior to unwrapping delete the history by selecting
01:54the objects and pressing Shift+Alt+D to delete the history.
01:59Now I'm ready to get some materials on and look at what a tiling texture is.
02:03I'll start with the brick wall selecting it and I'm going to work in Blinn materials.
02:07As when I transfer these over to Unity, the material will come across.
02:10Anything more complex than that will get reduced down to a basic unity material.
02:15I'll right-click and choose Assign New Material, in here I'll organize by Maya Surface and choose Blinn.
02:22In my Blinn which I'm going to name brick, I'm going to put in a file texture in the color.
02:27Clicking on the Texture node next to color and in the Create Render Node dialog
02:32sliding the nameless slider to make the icons bigger, I'll choose File.
02:36This is a typical workflow.
02:37We're going to see our files on the objects in Maya, and then bring them into
02:42the engine and assign them Unity materials.
02:44I'll click on the yellow file folder next to image name and it browses
02:48automatically to the sourceimages folder in my project.
02:51I'll put on brick commonC, this is a common or American bond brick, where every
02:56sixth course in the brick has a header course.
02:59The bricks are turned in to tie the whites or layers of brick together in the wall.
03:03I've drawn this big.
03:04This texture is 2048 on the side, so it's probably too big for a game initially,
03:09but it's got a good resolution and we'll scale down nicely.
03:12It's also drawn to be fairly large.
03:14We're dealing in quite a few bricks across and down as a square.
03:18I'll click Open and press 6.
03:22Right now we can see in here that the default mapping has been wiped out by my
03:26extrusions to make the doorframe.
03:28I'll hit this with a simple map, selecting the object and pressing F3 to go to
03:32Polygons, choosing Create UVs and Planar Mapping.
03:36This wall is 120 tall, I need to actually count my bricks and figure out how big
03:41to tile this image on the wall.
03:43I'll pop over to Photoshop and take a quick look at it.
03:46Here in Photoshop I'll press Ctrl+O and open up that brick.
03:50A brick is 8 inches across and so if we count the bricks, we can figure out how big to make this.
03:55It's 18 bricks across, 18 times 8 is 144, so I've more than enough brick to go on my wall.
04:01Back here in Maya then, I'll set my Projection Width and Height, which is in
04:05scene units, in this case inches to 144 and 144.
04:09My mapping is streaking through, so I'll reduce this 90 degree rotation down to
04:14zero and there is the brick on the wall.
04:16This texture is tiling and that's really at the heart of a lot of game textures.
04:21It's a clean brick wall, although there is variation in the color in the brick,
04:25there is not dirt or a unique mark that is causing a repetitive pattern or tile in here.
04:30What we talk about with games is textures tiling, meaning that they repeat seamlessly.
04:36Simply because you're repeating a texture does not make it tile nicely.
04:40For example, if I put a mark in my brick, I will see that same mark every so
04:44often, because of the mapping size on here.
04:47I can also see in this that the mapping is not good for tiling it around
04:51the wall as it smearing through in the edges because of the way I hit it
04:54with a planar projection.
04:56I can fix some of this by selecting it, right-clicking, choose UV Sets and there
05:01is PolyPlanar Projection1 and rotating it on a 45.
05:05That's good, although now I've scaled out my brick.
05:07A quick fix for this is to scale down the width after rotation by 70% roughly,
05:13this will bring it down to 105 or so.
05:17Now my bricks are the right size again, 8 inches; they are the right height,
05:21landing evenly on a brick at the bottom, and they wrap around the wall, which
05:24could really use a different texture because of the header course in the brick.
05:28However, it's a good example of a tiling map.
05:30What we're seeing in here is that clean maps tile very nicely, it's when we
05:35start to get things that are unique that we run into trouble.
05:38Also, where we change direction in a map, such as the brick here under the
05:42doorframe, where we can see it's smearing through a bit, that we find we need
05:46either another material or a different way of tiling that texture.
05:50I have a non-tiling map I'm going to use here on the door.
05:53I'll select it, Assign a New Material and put a Blinn on.
05:57In the Color I'm going to add in a File, and in the image I'll go and choose doorC.
06:03It looks somewhat transparent here and that's because it is an Alpha Channel.
06:06I'll click Open, and then in the Blinn, right-click to break the transparency
06:11Maya puts in automatically with an Alpha channel embedded in the image.
06:15There is my door, it's a standard Z frame door, build up of boards that
06:18are bolted together.
06:20For now, I'm going to hit this with some planar mapping, and I'll rotate that
06:24mapping spreading it out to 36 wide and zeroing out the Y rotation.
06:30One of the biggest things I do in mapping, is first get the size right, and then
06:33some variant of 0 or 90 in rotation usually flips it the right way.
06:38If you'd like use the dialog under Create UVs and Planar Mapping you can,
06:42although it maybe a bit of a guessing game sometimes.
06:44There is the door, and this is an example of a non-tiling texture.
06:48What we can see here is that this door is matted against white and that mapping
06:52needs a little help.
06:54I also don't want to see the same door as this particular door has unique
06:58dirt painted on the bottom of it, which will repeat obviously if I tile it across things.
07:03I'll fix up that mapping, selecting the door, going to the Poly Planar
07:07Projection and resizing it a bit.
07:09In this case, I'll use the Width and Height and just bump these up little.
07:13Now it's just bigger and wraps around the side actually smearing through, but it
07:17definitely looks like that door.
07:19I can continue this with the other elements in here and that brings me to my
07:22next topic in games, optimizing how many textures I have.
07:27Right now to get this far I've loaded two textures;
07:30a brick and a door.
07:31In each one then we're going to see not only the color texture but a normal map.
07:36I'll add it into the brick to show this.
07:38Adding in a file, changing the Type over to Tangent Space Normals, and in the
07:42File dialog picking the brick normal. It's a large file and I'll turn on the
07:47High Quality Display to show that normal map better.
07:50What we can see in here is that my mapping is working nicely, my brick is
07:54showing up, and this texture is only 12 megabytes a pop, doing this will swamp a game engine.
08:00So what I need to think about is not only how does it tile, but how big is that
08:04image, how many pixels am I dealing with.
08:06It's very possible in this wall I'm going to see it from this kind of view,
08:10fairly close in here, and now I've loaded in two large tiling textures with no
08:15dirt and a door in here, which will also get a normal map.
08:19Optimizing resources is a big deal.
08:21Now that we understand what tiling is, we can look at a texture sheet and really
08:26how to put those into action to save our resources.
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Working with texture sheets
00:00With the idea of tiling in mind, we'll explore a texture sheets as a way to
00:04economize how many textures we are using.
00:06The idea on a texture sheet is that rather than using unique textures for every
00:11object, we may have a texture atlas, or master texture sheet, that covers many
00:16objects in a game. Environments are a terrific example of this.
00:20We may have a texture sheet that is good for many of the buildings in the scene,
00:24characters then may have their own unique texture.
00:27In this scene then, I've got a texture on the brick, actually two of them; a
00:31color and a normal and a color and a color so far on the door.
00:34I'll add in a normal and we'll see how this looks and then we'll look at what
00:39happens with a texture sheet in this unwrap.
00:40I'll go into the blaine here on the door, and into the Bump Mapping, and
00:44choose File. In the file setting to Tangent space Normal, I'll go pick up the door normal.
00:50As a side note in naming, I'm calling each of my files not only what they
00:54are but where they go.
00:56So in this case DoorN says, it's a Door and it's a normal map.
01:00So I am looking at a list of files. Let's say here in the File browser or in
01:05the hierarchy or project view in Unity, I can see very well where the pieces go
01:10and what they're intended to be without having to preview each one.
01:13Especially as the alpha channel makes the display in this some what murky.
01:17Because of the transparency, having a good naming conventions so you can find
01:21things easily is important.
01:23I'll click Open and in the high-quality display we can really see how my door shows up.
01:27I can also test this by using Viewport 2.0.
01:31In Viewport 2.0, I have the ability to add in screen space occlusion if I need, and
01:35also anti-aliasing, and really simulate a game environment.
01:39It's good to do this, to be able to see how things are going to behave when you
01:43get them in an engine, but still here in Maya.
01:45I've turned on my Screen space occlusion and I'm turning all my Anti-Aliasing at two samples.
01:49Now when I turn off the wireframe on shaded, I get a pretty good idea of how
01:53this'll show up and Unity, at least before I gets lights in.
01:57What I'll do now, is look for ways to economize this in a texture sheet, and here's why.
02:02Right now, these textures are giant. Now 12 MB may not seem terribly giant but
02:07for that brick wall for example, here is 12 MB for the color, and 32 MB for
02:13the normal map; here is the door at 5 1/2, and the door normal at another 5 1/2.
02:18Very quickly with unique textures like this, I'm dealing in 55 MB to establish the simple wall.
02:25It's simply too big, and this will swamp a game engine if I keep going this way.
02:30What I'll do then is get them assembled new a texture sheet and I'll max out
02:34my might texture sheet at 2K or 2048 on a side. I'll have the door, a door
02:39frame, and a brick wall.
02:41I've a texture sheet for a color and a normal map.
02:44Here in Photoshop, I've taken the textures I've used on the door and the wall,
02:48and put them together on a texture sheet, matted over a color that works on the edges.
02:53The brick is matted against a brick color for example with the door being matted
02:57against the clean blue.
02:58I have includes some extra blue matting here for the door, for the doorframe
03:02pieces, and a long gray strip for the concrete cap on top of the wall.
03:06When these maps start out they were drawn large, and clean in this case; this is
03:11my brick for example.
03:12In the channels often we will tuck a spec map, specular highlights in the alpha
03:17that way we can use one image twice; once for the color, and once the shine in Unity.
03:22I've done this with the door for example. Here it actually shows two alphas.
03:26I've got alpha one, which is the specularity on the door where is it shiny or
03:31not and Alpha-2 is going to be the height map for parallax material, making it
03:37look like it sticks out and reorients correctly.
03:40In my normal then I got the same thing.
03:42I need to optimize the alpha channels, but there is the normal and the alpha for the parallax.
03:47These are also very big.
03:49For example the door here, press Ctrl+Alt+I for image size is 720 x 1600. I've
03:55rendered it very large and plan to sample down.
03:59In my texture sheet then, I drew the initial sheet at 2048 on a side; screen
04:03res is always 72. It really matters how many pixels we have, and place the pieces in.
04:10There's my brick wall at 1024 square and there is my door larger; and the reason
04:14for this on the Texture Sheet in the planning of it, is so that when we get
04:18close to the door, because most likely we're going to go through a door, we see
04:23it in good detail same with the area given to the frame here in the blue. We are
04:27simply more likely to see this closer up.
04:29Finally, I have got some extra space here for other building elements, maybe
04:33there is graffiti overlays or other building materials I would like to use.
04:37I'll save this out, and put it on in Maya.
04:40I'll press Ctrl+Shift+S and save out a tiff here.
04:44I'll call this first one Building sheetC for color, and I'll turn off layers and
04:49save out the alpha channels.
04:51Then in my layers palette, where I have organized by layer sets, I'll turn on the
04:55Normal and make sure those layers are on here.
04:59I put the normal together as well. There's the door and the brick wall, and
05:02matted against the default blue of normals.
05:05I am going to save it out as a TIFF with the alpha channel being the
05:08parallax map or height, and choosing TIFF, I'll turn off layers and name this Building sheetN.
05:16Back here in Maya, I'm going to start swapping out the materials here for
05:19that texture sheet.
05:21What I can do then, is actually pick all of my objects and get a new material on
05:26or assigned it existing, and swap out the texture.
05:28I'll choose Assign New>Blinn and put in my texture sheet elements, starting out
05:33with just a color. Here's Building sheetC, it's on and I'll make sure I break
05:38the connection to Transparency by right-clicking on the word, and choosing Break Connection.
05:43We can see here is that, that mapping I had didn't work.
05:46This is why it's important to plan the texture sheet first, saying as we're
05:50designing these elements, or this sheet, or this level, what are we going to be close to?
05:55What do we need to see in the texture sheet, and what can we get away with
05:59a lower resolution.
06:00But we also want to do in a texture sheet and say, where can we break the
06:04geometry, by adding and maybe pop out on the wall here, to break the linear
06:08run of this texture.
06:09What I'll do for example is unwrap the door to lay onto that texture sheet.
06:13Now that I have one material assigned everywhere, I am using one image; although
06:17it's bigger I am loading it once.
06:19I'll pick the door, and choose Edit UVs and UV Texture Editor. Here my Texture
06:24Editor, I can see my texture sheet, and right now my polygons are simply
06:28spread out onto it.
06:29What I'm going to do then is try and automatic unwrap for example and take
06:34these door elements and size them over that particular piece, working in both
06:38views here, so I can really see what I'm doing.
06:41I'll use my Move Shell tool, going under Tool>Move UV Shell, and turning off
06:46Prevent Overlap, and start to stack these UVs.
06:49I'll pull them in, get them nice and tight, right-aligned on each other and then
06:54take the whole piece and shrink it down.
06:56For this example I am not going to worry about the sides, I'll simply stack them next to it.
07:01What I can do though, is get this using one section of my texture sheet for
07:06that door. I'll pull these up, press W for move, R for Scale, and get them nicely in place.
07:13Now as I can see in my view, there is the door image on the door using one part
07:18of one texture sheet and still looking pretty good in the view; its 1024 tall,
07:22which is more than enough resolution for this door.
07:24I'll take the shells for the sides and for now I am just going to pull them
07:29over, making sure I am using the Move Shell tool, so I catch them all.
07:32Ideally we would have some kind of extra material here maybe the doorframe
07:36pieces get unwrapped on to it as well.
07:38I still need to deal with my brick wall, but now I've got one image, or one
07:42texture sheet, and the door is a part of it, and even full in the view it looks pretty good.
07:47I'm running at 1280x720, and this is comparable to what we'd see in a game,
07:51and even if we go really close, filling the view up with that door, that texture
07:55holds up perfectly fine. That as I'm charting through here, it's going to look
07:59good and uses one image.
08:01Planning out the texture sheet then is important.
08:03We need to figure out it in here, how long of a run of the texture we are after?
08:08For example this brick wall definitely needs a tiling texture of some kind, or
08:12some sort of break in the geometry such as another pop out here, to accommodate
08:17this linear run of brick along that wall.
08:20The cap here can be unwrapped on to that section of the texture sheet instead of
08:23having its own unique material and as can the doorframe.
08:26What this means now is I am going to bring two images into Unity.
08:29I diffuse with an Alpha, giving me the specular highlights, and a normal of an
08:33alpha, giving me the parallax map.
08:35And I load it once and use it on hopefully, a whole bunch of buildings, keeping my
08:40frame rate up and my resource use down.
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Designing the modules and sizes
00:00With the idea of our texture sheet established we need to think about the
00:03modules in the texture sheet, and the modules of geometry we're using.
00:07And also the relative size of the objects in the sheet. As we saw with the door,
00:12different elements may have different sizes in the sheet, depending on how
00:15close we're going to get, how many pieces are shown in them, and what else is going to go on.
00:20We may pass through the door and so we need to see in good detail.
00:24This wall however, may be broken up by lighting, other things next to it such as
00:28dumpsters for example, and travel past it. It may also get overlays of detail like
00:33graffiti, or other dirt.
00:35Here in Photoshop, I've optimized my sheet elements a little bit. I have got my
00:40building sheets C and N open; C for color, and N for normal.
00:43I made sure these are 8-bit choosing Image>Mode, and 8bits per channel, and I have
00:49also deleted the extra alpha channel in the normal.
00:51So now I have the color, which is the normal map, and the alpha channel, the
00:55Height map for the parallax.
00:57I'll show this optimization over here in the color, which I simply saved out of that working PSD.
01:02First I need to delete Alpha 2, as that's the height map I'm not going to need.
01:06I'll delete it and now I just have Alpha1, which is my specular map showing,
01:11where things are shiny or not.
01:12I can always come back and edit these later if I am finding that things like
01:16the brick are too shiny, although I would like to be a glazed bricks so this may work nicely.
01:21Right now, it says I have Alpha 1 selected and it's a 16-bit image.
01:24I'll choose Image> Mode, and 8-bits per channel.
01:28These were painted and rendered at 8 and we shouldn't really see a reduction.
01:32Now I have RGB, and Alpha Channels, 8bit color and 1 layer in here.
01:38In my sheet then I need to consider how big the pieces are and I'll pull up some
01:42reference imagery I have included in the 01_03 folder to illustrate this.
01:46Here in the Reference folder, I've got some reference imagery of similar brick
01:50walls. I'll pull these Open, take a closer look.
01:53What we can see in this image, is that there is a lady on the phone standing
01:57next to brick wall. This is not terribly far back we're actually clipping her
02:01feet, and it's a reasonable proximity that we might see it again, fairly close to the wall.
02:06There's a lot of brick, and things on the wall like the dirt or paint down low,
02:12and the dirtiness up top are fairly visible. Even accounting for the lighting,
02:16we can see right here in the center.
02:17We know our brick needs to be pretty decent size and resolution, because we can
02:22stand pretty close to it.
02:23This is a similar Z-Frame Dutch door, or half door here, with again my running
02:29bond brick, some bricks are missing; and an interruption, there are two parts
02:33in the interruption.
02:34The door itself as it breaks the line of brick here and then this dirt, and
02:39maybe new mortar in the brick around the door.
02:42Both of those can be used to our advantage in tiling that texture.
02:45Making that repeat on the modules of that texture sheet, without being terribly
02:49obvious, because we're breaking the visual line here of the brick.
02:52Finally, in this brick factory, and I'll zoom into show it, we may see other geometry.
02:58For example, there is a conduit that snakes along the wall, downspouts, and gutters.
03:04These are a bright blue here against that brick, windows with arches, and
03:08finally pilasters, or other pieces that pop out here.
03:12Often in a brick wall we put in extra parts like this for strength. Think of
03:16them as ribs on the wall that make it stiffer, especially in a tall piece like this.
03:21This gives us a place when planning out our texture modules to consider the
03:24maximum linear run of that texture.
03:27For example and I'll just draw on this image, our maximum linear run in this case, is only that long.
03:34Roughly, we're looking at maybe 12 feet across.
03:38At that point we can plan in our design, in our modules in Maya, that our elements
03:43will bend in some way.
03:44There is a polygon at some different angle, or another condition that breaks that texture module.
03:50Looking then in our texture sheet at our brick, I think we've got pretty good
03:53resolution. We mapped this at 144 square or 12' x 12', which is a very tall floor
04:00height, and also gives us 12 linear feet of brick on each side to then break with
04:06other geometry. Whether it's a door, or pilaster we have a good chance of seeing
04:11our brick, roughly this close.
04:12A whole wall work but we're going to see it with other things on there.
04:17So we need to consider based on reference imagery how big of a section do we need.
04:22We want to scale our elements in our texture sheet appropriately.
04:25This gray up here for example, is the cap on top of the brick.
04:29If we look on our reference imagery on the brick factory here, there is a little
04:33bit of a cap up there, which could be the same piece that's over here; and way
04:37up here on the roof is a cap. Now this may be metal, but I could probably get
04:41away with the same material, but where is it relative to us as a player assuming
04:45we're not jumping run on rooftops, well twenty something feet up.
04:49This cap up here, this cornice is even higher.
04:51So these elements can be smaller comparatively on the texture sheet, and share
04:56area; our door then like we've seen is something we can get very close to.
05:01So this proportionately can be a bigger section on the texture sheet, because
05:04conceivably we're going to walk up to this door, and look through to the inside,
05:08or simply pass by it, but at this range.
05:11And then finally, there's our brick. And at a given point we may see 12 feet or
05:16so if we are fairly close.
05:18If we back out then, we need to have things that break our modules such as
05:22these vertical elements.
05:24So in our texture sheet, 12 feet is pretty good and a thousand 24 pixels tall is
05:29adequate resolution for now.
05:30We have to bring it into a game, and see how it looks with the Viewport 2.0 in
05:35Maya is a great start on this.
Collapse this transcript
Stacking polygons in an unwrap
00:00With my texture sheet at least preliminary laid out, I am ready to model some
00:04modules here in Maya, to best utilize the texture sheet, and solve the issues
00:09of tiling through better design, versus a brute force application of simply
00:13more texture resolution.
00:15I've got my door mapped on, and I am ready to look at the wall.
00:18Right now it's a straight run of wall and I'm going to use the techniques I
00:22looked at in the reference imagery to break the run of brick here.
00:25I have sized out my brick and made it 144 inches square pilable, meaning that I
00:31can have a 12 foot run of break before I either need to do something else or
00:35think about that repeating.
00:36What I am going to do is make a module of a wall with a door in it and a module
00:41of a straight wall, and then a pilaster to go between them.
00:44I'll pick my wall and optimize it a little bit first, pressing F11 for a face,
00:49selecting the end face, and deleting and repeating around the other side.
00:53Earlier when I built this I deleted the top and bottom, and now this is an
00:57optimized single-sided construction.
00:59I'll press F9 for Vertex select the end vertices, W for Move if I am not already
01:05in the Move tool, and V for Snap.
01:07I'll click and drag on the red x axis and snap this wall right onto the end
01:12there, temporarily overlapping the faces.
01:14On my transform type and I'm using a Relative Transform and I'll pull this back
01:19by -144, that's my maximum run of brick before I need to change direction of the polygons.
01:26I am ready to unwrap this piece.
01:28I'll select it, and in this case use an automatic mapping, choosing create
01:32UVs, and Automatic.
01:34What this does for me aside from orienting my brick vertically, is make
01:37sure that, in the Texture Editor, all of my elements are proportionately
01:42correct to each other.
01:43They're not sized right and they are not in the right places, but the wall
01:47elements and the ends that fit over the door here are the right aspects so the
01:52brick won't stretch.
01:53I'll turn on Shading the selected UVs. And now I am going to rotate these pieces.
01:58I'll use my Move Shell tool, pick a shell here, and rotate, flipping that around.
02:03And doing the same with the other, each of these shells then can get stacked,
02:07and this is very common in games.
02:09We stack our UVs, meaning that these polygons will share that same texture.
02:14These pieces over here, these sides on top of my doorframe, will get stacked on
02:18later, but I'll pick all of these pieces now, and press R for Scale.
02:23I'll zoom in and scale them down, keeping in mind my maximum run of brick.
02:28I'll pull these in as tight as I can, and figure out where I wanted to start
02:32out. Rather than have these touch the edge here, which may cause issues.
02:35I am going to pull this brick up by one mortar joint. This way.
02:39it starts out on a stretcher where the brick is running along the wall, versus a
02:44header where they are turned in.
02:46And I'll make sure that the side edges are just inside that brick. Looks like I
02:49need to scale in just a little bit more and I think I'm in pretty good shape.
02:53I am making good use of my texture sheet. What we can see here in this wall,
02:58right-clicking and choosing Object mode and deselecting, is that I've got a
03:01brick wall with right-size brick on it, spanning nicely across and ready for
03:06another element to break that texture.
03:09Now I can reselect the wall, and pick those other pieces and get them on correctly.
03:13First, I'll take my shells for the sides of the door and place them on to Map.
03:18It's important here to zoom in and make sure that these UVs are in the right place.
03:23What I can do here is part of stacking my UVs is, pull it slightly higher, press
03:28W for Move, and right-click and choose UV.
03:31I'll pick the top UVs on that shell and one of the top UVs on my doorframe, and
03:36align these down to the minimum V.
03:38I'll do the same here on the bottom, picking and aligning.
03:42Now I can be sure that although it is different side-to-side, that the vertical
03:47spacing of the brick here is a match on the doorframe side and front.
03:51When I look at it here in the Editor, zooming in and temporarily isolating, I'll
03:56see that that brick flows around.
03:59Now I may want a different texture, but it is also blocked by the doorframe, so
04:02I am not overly concerned.
04:04But even on close inspection with nothing selected, those mortar joints line up
04:08perfectly, and I'm using this texture sheet, stacking my UVs here, on the front
04:13and back of the wall to get the most out of a smaller resolution.
04:18I'll select it and repeat the process with the other shell over here.
04:22I'll do the same thing, pressing W for Move, right-clicking and choosing UV, and aligning down.
04:28It doesn't really matter if you align up or down, as long as you're consistently
04:32moving in the right place.
04:33Now I am going to pick this last shell, and put it in the middle.
04:38I can also rotate it, and make sure it lines up.
04:41Right here on the mortar joint it will work well.
04:44There is the wall, I do have brick running across the top, and this maybe place
04:48to use a different texture; often this will be concrete or something similar.
04:51Again, I'm going to return to my UV Editor and pick the shell, selecting it,
04:57oops, making sure that I press W for Move, and keeping that selection.
05:02And I'm going to put this element, right here on this gray section, which is
05:07also going to be the top cap on the wall.
05:09Now it's a much more logical texture.
05:12When we look up we see concrete on the underside, as if there is a concealed
05:16piece of concrete, or mortar, or something in there, helping support this
05:19opening, it's a logical place to have that texture going on, and it works nicely
05:24with the rest of the brick I've got.
05:26I'll choose Show, Isolate select, and Exit the Isolation.
05:30I'll repeat this process with my doorframe.
05:33Right now, we can see that those UVs are really spread all over the place,
05:36because there's no mapping applied.
05:38I am going to hit them with some automatic mapping and then start to stitch
05:41things back together.
05:43This is a place to decide if I want to split UVs prior to stacking and arranging them.
05:48We can see in here, I have got these large U-shapes we will call them, which
05:51are the doorframes going up and over, then I have got the side of the doorframe here.
05:56What I may want to do is pick these shells, and choose Polygons, and Split UVs.
06:02Now, each of these is one unique piece. It's a perfectly logical break to have on
06:07the texture sheet; all of these pieces lining up vertically, and have a break in
06:11the texture at the corner of a doorframe, because we should see different rust,
06:16different paint, or different motifs, or whatever is going on in there; that
06:19that kind of a joint condition is a logical place to break the texture.
06:23I'll pick both of those shells, rotate them over 90 degrees and start to stack these
06:29pieces right in my doorframe area; selecting all the elements, scaling them
06:33down, zooming in, so I can see what I'm doing, and lapping my shells.
06:39Remember in games, it's perfectly fine to lap over UVs.
06:43We can take our shells and get them stacked, and you may see something becomes
06:47so blue, because of so many stacked UVs, but you can't tell how many polygons are
06:52going on there and that's okay.
06:55What that means is that I'm economizing my texture space;
06:58I'll pull that in a little more and close that texture editor.
07:02Now I have got my doorframe, now it's only a color, because I haven't really
07:06painted in matching dirt.
07:07I can spin those UVs around as I need, but this doorframe is occupying a small
07:11place in the texture, but it matches the door, because of the color and
07:15logically breaks the brick.
07:17One last piece then, this top cap. I'll choose Edit UVs goes in my Texture
07:23Editor, and hit it with an Automatic.
07:27I am going to leave all these elements alone, and simply rotate them over, pull
07:31them in, and scale them down slightly just to make sure they fit, making sure I
07:36scale uniformly by clicking in the bottom left in the center of the scale tool.
07:40I can stack these pieces and when I add in some grungy concrete and things, it
07:45will span nicely across that cap. That's a good use of the texture sheet.
07:49What we can do then, is say take this module, actually let's take it without
07:53the door, duplicate it by pressing Ctrl+D, pressing E for Rotate, pressing and
07:58holding E and left-clicking to bring up the Marking menu for rotation, and
08:02choosing Discrete Rotate, rotating this complete element 90 degrees, moving, and
08:10pressing V and D, to snap the pivot on the corner and snapping it onto the wall.
08:14Now I realize I need a cap and maybe this piece is too big, but that's a good
08:18logical place to break the texture.
08:21My screen space occlusion is simulating what I'll see in the game. There is
08:24darkness in the corner and I also don't have any lights in here yet.
08:28But logically this brick is carrying around here, and the Shift in direction of
08:32the polygons is breaking that texture, letting me have one big section of brick
08:36that spans 12 feet in my texture sheet.
08:39As I go around to the other side, I can take this wall and extend it out
08:42further; maybe using a solid wall, instead of one with the door in it.
08:45I'll duplicate it, move it, and snap it right on, and now this is a logical condition.
08:51I might see this let's say running around a factory; there is a doorway, and
08:55there is a doorway. They share a texture sheet, but everywhere I turn, the
08:59lighting seems to change and the occlusion camouflages that corner.
09:02When I go through that doorframe, I see a door and there's another break in that brick.
09:07So as long as I get some reasonable dirt on here,
09:09that 12 feet will work just fine, and I can build all of my modules that way,
09:13stacking up those UVs and reusing that texture space.
Collapse this transcript
2. Painting the Diffuse Map
Establishing base colors
00:00In authoring games, we're constrained not only by the amount of texture space we
00:04have, but also by the amount of geometry.
00:06We don't want to bog down our engine loading up a ton of geometry, which slows
00:11down game play, and then try to do action, characters, particles, whatever it
00:15is we're getting into.
00:16What we can do then is, think of it as working with a kit of parts; that
00:20there are a finite number of elements that are going to share texture space
00:24on a texture sheet.
00:25And we have to be creative with how we build a level out of that limited kit.
00:29The way to think of it is to take a Lego set, and try to build as many models as possible.
00:35You can break it down and reuse, but you can't add more pieces.
00:39You have a unique fixed kit of parts.
00:41I've made some space hallway elements here as a kit of parts for a texture sheet.
00:46Now this is not a full kit of parts.
00:49I only have a door frame, and a door frame with doors, a floor, a wall, and a free platform.
00:56To really start to make a level, I should probably build in some room elements.
00:59Then I need furniture as well;
01:01desks, beakers, labs, aliens in cages, whatever we're going to do.
01:06But this will work nicely as a texture sheet example.
01:08I'm going to use a PSD network.
01:10What that will let me do is link a PSD file into the different properties of a
01:15material, simulating the way we'll work in a game with one or two images being
01:19used by multiple objects and multiple materials, but sharing that texture space.
01:24To start with, I'll get a Blinn material on everything;
01:26selecting it all, right-clicking, and choosing Assign New Material.
01:31I'll pick Blinn and name this Blinn.
01:33We'll call it Space_parts.
01:36Now with the Material on, I'll pick one element and get my texture sheet going
01:40through a PSD network.
01:41We can only create a PSD network for one element at a time.
01:45So I'll need to do an extra export of the UVs to go into that PSD as a template.
01:50But I'll get started by pressing F6 to go to the rendering module, if I'm not
01:54there already, picking one piece, and choosing Texturing>Create PSD Network.
02:00In the Create PSD Network dialog, we need to first choose a resolution.
02:05What I'll do is say I'm going to have this final texture at 1024 square, giving
02:10me a size here to paint at 2048.
02:13Next, I'll name this PSD, clicking on the yellow file folder, and browsing out
02:18to the Source Images folder in my project.
02:20As long as your project is set, it should go here automatically.
02:23I'll name this file 02_01_space_part_start.
02:27At the end of this exercise, I'll rename that to 02_1_space_parts_end.
02:31I'll click Save, and I'm ready for my PSD, and the particular attributes for that material.
02:36I'm going to use map set 1, because I haven't added any other UV sets, or map
02:42coordinates in different places.
02:44I'll scroll down, and choose which elements or attributes I'd like to have.
02:48I'm going to pick Color, hold Ctrl and add bump, scroll down, and choose
02:54Specular Color, and open up the detailed attribute list.
02:58I can add on a lot of different things here.
03:00For example, there is all my mental ray pieces, and finally, here's Specular Color.
03:05There's also Roll-off and Eccentricity.
03:08I'll add-in Roll-off and click the right-arrow.
03:10Then I'll make sure I get color, and bump. There is my list;
03:15space_parts will have Specular Roll-off, Color, Bump, and Specular Color, what
03:20color is it when it shines.
03:22Notice I went back and forth in the detailed attribute list to get what I needed.
03:26I can have it automatically open Photoshop, or I can go pull it up manually.
03:30I'll check Open Photoshop and I'd like to anti-alias the lines in this case,
03:35leaving them as white, and hit Create.
03:37Here in Photoshop, which Maya has opened automatically for me, I have in my
03:41layers palette, layer sets.
03:44What it's done for me is create layer sets with the name of the PSD, dot, the
03:48name of the attribute.
03:50So in this case Space_parts.specularColor is a layer set with a layer 4 in it
03:55that's a 50% gray and ready for color.
03:57Whenever I save this PSD and go back to Maya and update the network, all the
04:02different parts of the material will change.
04:05Back here in Maya, we can see in the Blinn is that it's got output connections
04:09to that PSD in Color, Bump, Specular Roll-off, and Specular Color. And going
04:15into any one of these shows me it's using a PSD Network, and using under here
04:20that particular layer set.
04:22It's terrific for texturing, because you can see multiple properties.
04:25Now what I need is the rest of my objects in a template.
04:29So I'll make sure I select them all, and choose, pressing F3 for Polygons, under
04:35Edit>UV Texture>Polygons>UV Snapshot.
04:40I need to make sure before I do that though that I use the Move Shell tool and
04:43select all of my objects.
04:45That way, they all snapshot.
04:47I'll snap-shot them out, browsing out to my Source Images folder.
04:51Right now it wants to go out to images where rendered images go.
04:54I am going to put it to Source Images, so when I go there to pull up the PSD,
04:58it's in the same place.
05:00I'll name this as a temporary file, calling it space_template.
05:03This is a temporary file we can open, copy, and delete because we're not going to need it.
05:09I'll save it and make sure the resolution matches my PSD.
05:12Here's 2048, going as a TIFF, anti-aliasing the lines, and white.
05:18I'll click OK, and then jump over to Photoshop, and bring this in.
05:21Here in Photoshop I've got my PSD open.
05:24I'll press Ctrl+O to open and there is my space template image.
05:28I'll open it up, select it all by pressing Ctrl+A, Ctrl+X to cut, and close this
05:33file without saving.
05:35I'll paste this into my PSD.
05:37We can call it layer 5, or simply merge it down onto the UV Snapshot.
05:42I'll make this UV Snapshot a Multiply Blending mode, and press Ctrl+I to invert.
05:48Now I've got a white color with black lines.
05:53In Multiply, we multiply together the over and under red, green, and blue values
05:58and divide by the color space, always yielding us a darker color.
06:02Multiplying by white is like multiplying by 1; there is no net change, and so we
06:06can paint under it seeing our colors clearly.
06:08I also like to lock that snapshot, so I can't accidentally grab it and move it.
06:12I am ready to lay in some base color.
06:15I will roll up my layer sets, and turn off the ones I don't need, opening up the
06:19Color, and I am going to rename this layer 2 to base color.
06:25Now I am ready to get some color in.
06:27I look at my reference imagery I've included with this file.
06:30Here's a metal plating with rivets and a perforated mesh or a grading between.
06:34It's great reference for the way this metal weathers and rusts.
06:38In this elevator, we've got two different kinds of grading going on;
06:42one on the side and one on the floor; with the side being in panels, the floor
06:46being a little more continuous, and long metal strips that make up a garage door
06:50with some caution tape on them.
06:52We can eyedropper the colors out of here, but you may be surprised at what you'll get.
06:56What looks like silvery metal with a bit of rust to it turns out to be very
07:01brown when we eyedropper.
07:02Down on the floor we get blues, cadet blues and grays and so forth.
07:05So we can take this as inspiration.
07:08Here in my base color, I'll press M for marquee, and start to put in some colors.
07:13I'm going to make first my walls that mellowed out blue, selecting that area,
07:17pressing G for the paint bucket, and filling in that marquee.
07:21Pressing Ctrl+D to deselect, I'll go over to the frame here around the door.
07:25I am going to make it a little bit lighter.
07:28In mixing colors then, I use different scales.
07:31I usually work by HSB;
07:33Hue/Saturation/Brightness to bring up the value on that color.
07:36Then I can make it deeper or muddier by using CMYK for example, adding in black
07:42to make it richer, or adding in yellow to muddy up that color a little bit.
07:47RGBs for my taste get very big and very bright, very quick, and so I use them
07:52only at last resort.
07:53I'll fill in that marquee with that green.
07:55So now I've got some color contrast between the elements.
07:58Now we'll look at the floor, which will also be my ceiling.
08:01I can also pick elements with my Magic Wand found under the Quick Selection tool.
08:06Select it, and make sure I've got the right layer selected.
08:10I'll make sure I am on my UV Snapshot layer, pick it cleanly, and in that Magic
08:15Wand, make sure that Contiguous is on.
08:17We can see here I'm getting some different selections.
08:20It's good to see that, and remember to check for it.
08:24So I've got that piece selected and I'll expand it by pressing Alt+S, M for Modify,
08:29E for Expand, and push it out by a couple of pixels.
08:34I'll grab that color, jump over to my HSBs, swing that Hue into the rust range,
08:40because it's a dirty floor, make it a little richer with a little bit of
08:44black, using the arrow keys to nudge that up, push up the yellow a bit, and add that base in.
08:50And what it says for me there is whoops!
08:52You've got that layer locked, which is as I intended.
08:55Making sure you're managing your layers correctly is important.
08:58So watch out for that.
08:59That's why we have separation.
09:01Finally, I'll select my doors, and being careful not to select their gaskets,
09:06I'll grab that door frame color, and put it in.
09:10I've got a base color going, and here's the magic part:
09:13I'm going to save this PSD.
09:15Now in this case, I'm going to save it out as an end file.
09:18Choosing File>Save As, and naming it 02_01_space_parts_end. Back here in Maya,
09:24I'll make sure I pick one of my pieces that has that material, and replace that PSD.
09:30It's looking for that PSD file here, and I will browse it out or just rename
09:34right here in that image name to space_parts_end.
09:39Because it's the same file all the way around, all those different attributes
09:42should take on that color. And there it is!
09:45There is the green on the floor and the wall, and the slightly lighter green here.
09:48Any other changes I do will reflect all the way through, in all of the
09:52objects and with their UVs.
09:55By pressing F6 I can choose Texturing and Update after I save and all the
09:59channels will update correctly. I am ready to get on my next layers in my
10:04PSD such as grunge, and wear, and markings.
Collapse this transcript
Creating texture details and major landmarks
00:00When we're playing a game we are immersing ourselves in a world and we want
00:04the story of that world to come across.
00:07So when we authoring, especially looking at a game texture using a texture sheet
00:10where we know we're going to see elements multiple times,
00:13we need to get into things that inform us of that world and the evolution of that world.
00:18We can assume that at some point this space hallway was fresh.
00:22It was new and straight from the factory, wherever that is, and it gleaned.
00:28Over time then it's rusted, become scraped, dented, and the markings have
00:32worn off and so forth.
00:33What we want to get into our texture then once we have the base color are the
00:37major landmarks that tell us how things are.
00:41Are there caution stripes on the thresholds here in the frames that tell us
00:44step up, a real trip?
00:46Are there yellow marks in the doors or any way of telling us this is the doorway?
00:51Are there stripes across here or maybe markings as to where we are?
00:55We also want major markings and materials or major landmarks such as in the
01:00floor here; the center that might be done in perforated metal versus the wall
01:04might have a panelize construction.
01:07I'll jump over to Photoshop and start adding some layers into that PSD.
01:11This is my starting PSD with my base color laid down and I'm going to get
01:15some major markings in.
01:17I'll start out by making a new layer in the space_parts color layer set.
01:21This way I have flexibility to edit and scratch things up.
01:24I am going to start in with striping and holes in the floor or grating.
01:30I'll zoom in on the floor and make myself a grating pattern to begin with.
01:34I'll press M for Marquee and make sure I'm using the Elliptical Marquee.
01:38I'm using a fixed size set to 30 x 30 and I'll land in a circle.
01:43I'll fill this in white and then deselect.
01:46I'll take this layer and Alt+Clone it by dragging it in the layers palette and
01:50offset it choosing Filter>Other>Offset.
01:54For my offset, being this is 30 wide, I'll try 90.
01:59This way moving the offset out of the way I get widely spaced dots. Maybe too wide.
02:04So using the Preview in the offset a good idea; and there is 60 and it
02:08should work nicely. I'll click OK.
02:10Press Ctrl+E to flatten those layers.
02:13Alt+Clone layer 5 again.
02:15Ctrl+T to transform and rotate it while holding Shift to snap every 15 degrees;
02:21and there is an offset pattern of dots or what will be anyway.
02:25I'll hit Enter to accept the transformation and M for Marquee.
02:29I am going to go back to a Rectangular Marquee tool using a fixed size here
02:34with a size of 60 x 60.
02:37Now when I land this marquee over I can choose half the dots in every direction;
02:42and if it's little off that's okay, because they will tile seamlessly
02:45side-to-side and top to bottom.
02:47Now with this selected I'll make sure I press Ctrl+E to merge down layer fives
02:53so I have one layer 5 my.base, and I'll choose Edit>Define Pattern.
02:59Here in the pattern it recognizes my dots and the space between.
03:02I'll call this pattern dots and click OK.
03:05Now we'll take everything on layer_5 and delete it by pressing Ctrl+A for
03:09select all, and Delete.
03:11Zooming out, deselecting. I'll Magic Wand that floor using the UV
03:17Snapshot layers lines to cleanly select that floor polygon.
03:21I'll contract in the selection, choosing Select>Modify>Contract, and I am
03:26going to pull it in by 50 pixels.
03:29This is a good frame around the outside; good for screws, and so forth to hold
03:33it together with grating in the middle.
03:35It also provides me in a texture that's going to repeat a logical break where I
03:39have got metal frames around the outside of the panels that are assembled
03:43together and then placed next to each other in the floor.
03:46Now on layer_5 I am going to fill this with a pattern choosing Edit>Fill, and
03:52filling with a pattern under Custom Pattern, choosing my dots.
03:57There is my floor grating.
03:58Now it is in white.
03:59So I may want to fix that.
04:01I'll zoom in on it and use my Magic Wand again, pressing W for Wand and unchecking
04:07Contiguous I can Magic Wand one of the whites and either invert it so it looks
04:13like we can see through it or delete it and fill with another color.
04:17I'm going to press Ctrl+I to invert that, Ctrl+U for Hue/Saturation,
04:22Colorize lighten that a little bit, and swing the Hue to match, well,
04:27reasonably the panels it's around.
04:29So there is black, but in the same black as the green that surrounds it.
04:33I'll deselect by pressing Ctrl+D and zoom out and there's a floor grating in there.
04:39It looks like we can see through to the darkness underneath.
04:43In reality it's just an illusion.
04:45It'll hold up nicely in game and give the idea this is a perforated grating.
04:50If we do need, we could put those dots in the Alpha to actually have transparency
04:54through if it's a place we're going to see it.
04:57Now I am going to get in some other major landmarks such as some stripes
05:00on those thresholds.
05:02I'll jump back to Maya for minute and explain why I'm talking about the
05:05thresholds that look like they are at the top of this element.
05:07Here in Maya, this face is the threshold on that doorway, and would probably be
05:12a good idea for it to have caution striping of some kind.
05:15I may want to extend that striping partway down the adjacent face.
05:19This face however, in the Texture Editor is at the top.
05:23There is that face and the adjacent face is right here.
05:27So I can either put my caution striping solely on that part or make sure
05:31it wraps onto here; and I get a clean look in caution striping ready to be scratched.
05:37We could spin this around and it's perfectly fine to do that and then take that
05:40snapshot out again depending on how you like to work.
05:44It's up to you, you can either rotate in Photoshop or you can rotate UVs.
05:48Bear in mind, it maybe a better use of the UV space sometimes to rotate things
05:53around so that up of the element is not always up in the texture layout. Anyhow,
05:59I am going to paint it upside down and I'll go back to Photoshop and make
06:03some caution stripes.
06:04I'll rename layer_5 of Holds or Grating and make myself a new layer.
06:09This new layer will be called Stripes.
06:11When we look at the Elevator Reference Drawing we can see there's caution
06:15striping across the bottom of the garage door and it's yellow and black.
06:19I'll eyedropper one of those yellows.
06:21I may want to try a couple times to make sure I get a nice bright color.
06:24I go over here a little bit and that looks pretty good. There's a good caution yellow.
06:29The black however is not true black.
06:30It's actually roughly that yellow taken to black.
06:34So I'll grab the yellow and remember that when I get over there to make my black
06:38stripes. I'll jump back to my Space_partsStart and press M for Marquee, zooming
06:44in on that door threshold to get the size right.
06:47In my Marquee I am going to go back to a normal size, click and drag out a
06:51rectangle and fill it with that color, pressing Ctrl+D to deselect.
06:56I'll press V for move and hold Alt while I drag down, snapping those layers
07:01together and cloning.
07:02Now I'll press Ctrl+U for Hue/Saturation and take the lightness of the second
07:06layer down almost to black.
07:09It's actually a good match for the same yellow across here, because the Hue has
07:13not shifted; but it will read like black enough next to the other colors, but be
07:18a good match instead of a coal black.
07:20Let's pull that lightness down just a little bit more and OK.
07:24Now I'll press Ctrl+E to merge those layers down, V for move, Alt to clone, snap
07:31them together, and merge down again.
07:33And I'm making myself a collection of stripes.
07:37Every time I Alt+Drag, I get more and merging them down makes it one layer.
07:42Now I have enough stripes to span nicely across that entryway.
07:46Now I am going to put a skew into them.
07:48I'll choose Edit>Transform>Skew, grab the middle, pull it, and there is that shear.
07:55The shear has given me an offset in degrees.
07:58So I'll pull it up to just about 45 and see how that looks.
08:02I like it and I'll hit Enter to accept it.
08:05Then I'll press Ctrl+T again and zoom out.
08:08I'll take the end node on this and scale it back out to my stripes back there
08:13width they lost from skewing and hit Enter to accept that.
08:17What this also gives me when I zoom in is blending between the adjacent colors
08:21forcing Photoshop to anti-alias this and smooth them out.
08:25We can turn off the pixel grid by choosing View>Show>Pixel Grid and there's my stripes.
08:32Now I am going to take this block of stripes and position it.
08:35I can nudge down with the arrow keys if I need until it's right in place.
08:39It looks like I may need to scale it ever so slightly.
08:42I'll just pull this out again and stretch just a little bit that way.
08:47There is my caution stripes lapping over cleanly; and I'm ready to select and
08:52delete everything that's not on the threshold.
08:54What I'll do first though is make sure I'm consistent in my texture and my major landmarks.
08:58After all at the space station factory there is probably one kind of stripes
09:03they used, and those same caution stripes show up everywhere.
09:07Because we're going to see those same landmarks everywhere, we don't want to see
09:11a different stripe every other place, let's say the doorframe and the floor.
09:15I'll take my stripe layer and Alt+Clone it off to the side and turn off that layer.
09:20Now I have got some clean stripes and then stripes I am going to clip.
09:24Back here on your my UV snapshot I'll Magic Wand that polygon, making sure that I
09:28turn on contiguous again, because you can see as I Magic Wanded the white, it
09:32took just about everything.
09:34With Contiguous on Magic Wanding that polygon yields me a clean selection.
09:38I'll expand it out by 1.
09:40We can see here that I got my template overlay.
09:43So I need to expand just a little bit to make sure I catch all that polygon.
09:47Choosing Select>Modify>Expand by 1 pixel.
09:52Now on my stripes layer I'll press Ctrl+Shift+I to invert the selection, and
09:57delete and there is my cleanly clipped stripes.
10:01We could put another layer of stripes across here on the threshold or
10:04simply live it alone.
10:05Hopefully, we'll come back and scratch these up.
10:08So most of stripes of worn off, and I think it's okay to have the stripes just in one place.
10:12I can also take my same stripes in my copy layer, bring them over to the door,
10:17shrink them down, and put them on the edge.
10:19So somebody doesn't get pinched in the door for example.
10:22I'm getting my major landmarks in and I can also include in this things like text.
10:26Maybe the doors have level markings or so forth or ship markings or wherever we are.
10:31I can put it on the wall maybe rust in the corners or something similar.
10:35Places where there is major landmarks or joinery that I need to identify cleanly
10:40and see and then start to degrade.
10:42I'll add in some stripes across my doors to finish this out.
10:45Zooming in on the door and I'm going to borrow that same yellow.
10:50Then I'll click on the Color and go brighter.
10:53Pull out the Saturation and maybe swing it a little bit of green.
10:58I am going to use the cyan over here to green that up considerably.
11:02On second thought that green doesn't look so great.
11:05Here's the neat part.
11:06There is a current color, there's the new, and together they fight.
11:10Looking at that next to the adjacent panel, not good.
11:13So let's bring it over into something little more complementary.
11:16Here is a blue and now I'll stripe across the doors, pressing M for Marquee,
11:21making myself a new layer and laying those stripes right in.
11:26I'll press G for the paint bucket, fill that in, and clone them.
11:30Let's say it's done with a double stripe and the blue is the fifth level down.
11:34Now I can also add in some text for example to go with it.
11:38Pressing T for text and I'll put in 05, making the text, selecting it, choosing a
11:44font, maybe a good stencil or something similar, and then up in the size there
11:49is a standard stencil in 60 point text; that works nicely.
11:54I'll hit Ctrl+Enter to accept it and it looks like the color wasn't right.
11:58The color for the text is up here.
12:00So I'll click on that color and eyedropper right off my foreground. Click OK.
12:04Ctrl+Enter to accept the text, Ctrl+T to rotate, spin it over while holding
12:10Shift, and let it go.
12:12Now one of my doors will always have that marking while the other doesn't, but
12:16they will have consistent stripes across and I'll have caution stripes over here
12:19on my threshold and holes in the floor.
12:22I am going to take this last stripe layer, stripes copy, and take it out of
12:27that layer set, simply dragging it down either under things or out of layer set
12:32entirely above my background image,
12:34accidentally landing here in my specular, pull it on top or maybe just
12:39select and cut entirely.
12:41For now though I can leave it in spec and simply turn it off and I'll come back to it.
12:45What I'll do is save my PSD as space_panelsend and bring it back in.
12:51Back here in Maya updating the PSD is going to pick the wrong one.
12:54I am going to make sure I pick any one of my objects actually, go into the
12:58Material Attributes, and update that PSD.
13:01I'll select it, click on the name here, and pick Space_partsend.
13:06I need to do this on all the associated channels. As soon as I do it though, we
13:10can see that update happening.
13:12Here is space_partsend all the way through and I get an error in yellow on the bottom.
13:16It's actually a warning; and what it says is that the bump layer is empty. All it
13:20has on it right now is a 50% gray that Maya put there, which is perfectly fine
13:24as we're going to come back and paint on it later.
13:27For now though it's returning an error saying wait a second, there is
13:30nothing going on here.
13:31That's perfectly okay.
13:33I'll update the specular_roll off and the specular_color, clicking on the Go Up
13:37To Output Connection, once more into the Material and finish the update.
13:44Now with the right file chosen, and again, that warning at the bottom I've got my PSD updated.
13:50There's my floor, here's the threshold with its cautionStriping and my door with
13:55the blue stripes in the 05; spinning around there is the 05 there as well.
13:59I don't mind if its little bit offset, although I could move it over so it's in
14:04center of those panels.
14:05Either way is fine and I've started to get my major landmarks in and I'm ready
14:09to start add in rust and scratches and things.
Collapse this transcript
Adding realism with age and wear
00:00My major landmarks are in, I've added some extra striping on the doors here as
00:04another caution sign, and a light blue matching the two blue stripes here, on
00:09the top and bottom of the door.
00:11The light blue denotes level 5, wherever that is.
00:13I am ready to start adding in some age and wear here and I'll look at the major
00:18intersections of panels first.
00:20Things tend to rust naturally in the corners and so it's a great place to start.
00:24I'll begin with the wall in Photoshop and start to add in some rust and then
00:28start to rust in as well, any inside bottom corners on things on my frames.
00:33Here in Photoshop in my color layer set, I'll make a new layer above my stripes
00:38and I'll rename this layer Rust. I'll click on my foreground color and choose a
00:43Rust, going nice and saturated and then using the brightness to pull it down
00:48into a deep rich rust color.
00:50For rust, I'll use my paintbrush pressing B for Brush and right-clicking or
00:54pressing F5 to access the Brush menu.
00:56I'm going to use a soft brush here and use the brackets if I need to bring up the size.
01:02I'll start out by painting in rust on all the inside corners looking at the wall joints first.
01:07Back on the UV snapshot, I'll use my Magic Wand to select that wall, picking the
01:12polygon, holding Shift to add to the selection, expanding that selection out and
01:18then painting in, maybe a 2 pixel expansion.
01:21This way, painting on that rust layer I don't accidently bleed off into
01:24somewhere else. I'll zoom in, so I can really see what I am doing, go back to
01:29that brush and brush in a multiply blending mode with a low opacity.
01:33Remember, we're going to see this over and over and over again, and there is a
01:38good chance we're going to take two of these wall modules without a frame
01:41between them and put them next to each other, so this first pass on the rust
01:45needs to seamless and tileable. I'll zoom out, press B for Brush and it's
01:49actually start outside of the wall.
01:51I'll click to start and hold Shift while I click and drag down to add that
01:56rust in, click again, hold Shift+Drag and build that up. I'll do the same at the top here.
02:02Again, starting outside, holding Shift, clicking and dragging down, and letting
02:07go, I am doing it one more time.
02:09Now I'll add in some bigger rust and rust in the corners. I'll bring up the
02:13brush, take that color even deeper, zoom out even more, why zoom out?
02:18So I can start cleaning the outside using half the brush and letting it fade
02:21off, brushing in that rust, so it really builds up in the corners here first.
02:26Now I'll reduce that brush size and evenly rust the joining corners, clicking,
02:32holding Shift and dragging down, maybe once or twice. I'll repeat the process
02:37on this side making sure I'm straight across, and that's going to let it be tileable.
02:41Now bring that brush down even further, darken that color in even more and
02:46start it right on the line, this has evenly rusted in the corners here. I'll do
02:51the same all the way across, making sure I click outside of it when I'm holding
02:55Shift, that way I don't accidentally drag a line across. It doesn't matter if
03:00the brush is outside the marquee.
03:02The big deal is I want that rust to really burn in those corners.
03:05Now I can start to add in some local wear. I'll go big on the brush, lighter on
03:10the color and splotch in some rust.
03:13Here's how I'll do this to make sure it's tileable.
03:15I'm going to make a new layer and start some rust with a line going across. I'll
03:21do it a couple of times and then add in some places here where there is little
03:26more rust in the panel; the rust has bloomed across here. I'm going to take this
03:31same rust and bring it across the top.
03:34Again, brushing in, rust down into that wall panel. I'll take it from here right
03:39off the side, and there is the start of rust and this should tile decently.
03:43Now if you're worried about a rise and fall on the rust, you can come back and
03:47because it's on a separate layer, add a little more in.
03:50Here's the trick to tileability: with that layer I'll choose Filter>Other>Offset
03:57or pick it from up at the top.
03:58In Offset, I'll offset by 0 on the Horizontal and on the Vertical maybe 200
04:04down. I'm going to let it wrap around here or just offset it down and clone it back.
04:10Now when I deselect and Alt+Clone that layer back here, I have a match and I
04:15can paint out that mismatch. I'll make sure I'm on the right layer and snap them right on.
04:21I'll zoom in to check, press V and nudge them right in place.
04:25E for Eraser, upsizing that brush and erasing with a low opacity. I'll take
04:32out the places where it's joined, and it looks like my brush is too hard. I'll undo those steps.
04:38As a note here, always check your brush. What happened to me there is that I
04:43jumped into my Eraser too fast and I got a mismatch in the rust in the brush,
04:47because, well, it was a hard Eraser. I'll make sure that hardness is all the way
04:51out. I'm erasing with the brush and I'll take out those lines.
04:55I'll make sure I'll do it on both layers here, actually clearing out a
04:58section of rust here. Here's both sides taking out that hard line, layer 5
05:03and layer 5 copy, both have it.
05:06Pull that out to open up the line in that rust, making sure I really clear that
05:10out with the eraser to fade that. Now on both of them, even merge down, I
05:15can brush in a nice big spot of rust.
05:18This will give me a good rise and fall on the tiling and some good rust
05:22blotching along here, make a bump or two, and it should repeat seamlessly.
05:26If not, I can always come back and offset it and try it again. I'm going to
05:30save this PSD as space_parts_end and see how it looks, then come back and add
05:34more rust on the floor.
05:36Back here in Maya I need to update the PSD, and here's another way to handle it.
05:40If we choose Window>Rendering Editors and Hyper Shade, going to the Texture
05:44shows us what looks like four PSDs. It's actually where the PSD is plugged into
05:49each place. I can click on it and go in and replace that note, pick the next
05:55one; there is space_parts_start, which I'll replace with end, and just bounce
06:00all the way through and there's my error in yellow at the bottom.
06:03If you keep working in the same PSD, you won't need to do this, but if you'd like
06:07to have to some iterations, you can jump through and update that PSD.
06:11there's my rusty panel and here's the test, I'll press W to move the, V for
06:17Snap, Ctrl+D to Duplicate and slide it over. And it looks like I've got a pretty
06:23reasonable match across here.
06:24With a little bit of variance in lighting or if I put a panel joint in here,
06:28this will look like, well, a rusty hallway, ready for whatever is going to come
06:33at us out of that door.
Collapse this transcript
Cleaning up seams and joints in textures
00:00I've added some more rust in, making sure that I caught the inside corners of my
00:04frames and along where the frames meets the wall.
00:07I have bulked out the rust a little bit here on the panels and I can see some
00:11places where I might need to pay attention to how does it join.
00:14I need some rust on the floor and I have put a little bit of rust on the door,
00:19which could use a little editing here and there, but works pretty nicely.
00:22What I need to pay attention to now are the joint conditions in places where a
00:26texture will be seamlessly next to another and ways to camouflage this.
00:30This is an example, where I might take one hall module and stick it right next
00:34to another and expect them to match.
00:36What I can do then is to paint in some kind of joinery where it's a logical
00:40break in texture and made to go next to something else.
00:43For example, these panels might be passed as one piece here and it's perfectly
00:48fine to see four or five of them to make a length of hallway with some kind of
00:52gasket or joint there.
00:53I also might see fasteners or something else on the surface, and again over here,
00:58some kind of plates or rivets or something that denotes that's fastened to a
01:01frame in some way. Because we can make stuff and make it look like anything we
01:06want doesn't mean we should.
01:08In the real world, things are built of actual materials, steal, concrete, so forth.
01:14Although there may be some magic space material to make a space station, we
01:18have put some rust in and so we have said yes this is made of a metal of some
01:23kind and incidentally, it's wet in here.
01:24I'll jump over to Photoshop and start to paint into my diffuse color both
01:28mechanical and color joinery.
01:30Here in Photoshop, I also need to scratch up those markings a little bit,
01:34especially here on this threshold. I need to think about zillions of people
01:38or aliens or whoever they are have trod over this and scratched up that caution tape.
01:43I'll press V for move and right-click on the layer and choose Stripes.
01:47Pressing E for Erase and then right- clicking and choosing my Brush palette, I'll
01:52pick one of my scatter brushes and use the bracket keys to upsize this brush.
01:57I'll bring up the Opacity, so I have scratched most of that off. Here on
02:01the stripes layer, zooming in so I can see better, I'm going to erase in some scratches.
02:07Now it looks like my brush is still not hard enough.
02:10So I can undo it pressing Ctrl+Z, making sure I have the right layers selected
02:14and hardening that up.
02:17There's not really a hardness on this particular brush, because it is that
02:20scatter brush, so what I'll do is just make sure the opacity is all the way.
02:24Now I'll try scratching that out and it's decent, but still too soft for my taste.
02:29I'll go with the smaller brush.
02:31One of the things to learn is that when you are using brushes they're made for a distinct size.
02:35In this case, with a smaller scratch here and more of them, I can erode that
02:40nicely and this has been kicked and stomped and scratched over and had equipment
02:44and aliens and things over it and so we can scratch away at that caution tape.
02:50We can even leave some little bits here and there, you know there is a little
02:53bit left right on that corner in the midst of all that scratching and using the
02:56smaller brush takes out those fuzzy lines, giving me what looks like scratches
03:01on those edges, I'll just wear this away here. Over years that's really just
03:06gotten beaten up to the point where there's some places that are just missing.
03:10We want to try and camouflage our brush strokes by overlapping here, leaving
03:13some areas in and some are completely off and keeping the direction fairly
03:18parallel, so that as we eat away at this caution tape, there are some places
03:22that are still there and scratchy and some other places that are fairly intact,
03:26like the corners where it's harder to step, more of it's going to be a eroded
03:30across the middle here until we're left with not really much.
03:33That's pretty good!
03:34Years of feet have scratched that out and I need to make sure I get my rust in here.
03:39It's on my layer 5 which I can merge down if need onto the rust layer and I've
03:44still got my rust color up.
03:45I'll go back to my brush and in my soft brush make sure with a smaller brush
03:50size that I add a little bit of rust in. I'll use my UV snapshot and just select
03:56that polygon and brush in a little bit of rust.
04:00It looks like the color is little bit off.
04:01I want to make sure that my brush is still Multiply and I'll click on the
04:05foreground color, borrow an adjacent rust color and then bring up the Saturation
04:10a little bit, swing it little more in orange, but leave it brown and try rusting
04:14in here. That's a better match, underneath that tape, where it's been kicked
04:19and scratched and scraped and now is starting to rust on that edge.
04:22Now here's the other advantage to working in pieces like this.
04:26I can press Ctrl+U for Hue/Saturation and balance out that Hue to start to match
04:31my other rust in there. There it is. And now I'll deselect and I have got some
04:36more edge and wear on that well, fairly battered caution tape.
04:40Now for the joinery, what I need especially on my wall panels here is some kind
04:44of reveal or gasket where they're joined in and the way I'll do this is
04:48actually by using the existing polygon lines. I'll zoom in, press B for Brush,
04:54flop my colors by hitting X and take that brush down. I'm going to right-click
04:58and bring up the hardness on the brush all the way up and take the color to
05:03Normal at maybe about a 70%.
05:07Now over those polygon lines I'm going to get a black here, so I'll click and
05:11drag outside, go right over, wait, making sure I'm on the right layer, okay
05:16important safety tip and then what I said when in doubt use another layer, well
05:20I almost got caught there, so it's worth noting.
05:23There is my brush and very hard dragging down this line, scrolling over gently
05:29so it doesn't zoom too much and adding in a joinery strip.
05:34We can back this up if we need in our normal map, but for now this kind of gets
05:39the idea of across of some kind of joint in there and provides a natural break
05:43in the rust where I expect to not see this particular piece rusting. I'll take
05:48this layer Alt+clone it up and zoom in, making sure that it's snapped on that
05:54line, so these tile nicely, flatten down the layer and rename it to gaskets.
06:00Now I'll do the same on the floor.
06:02Here's how I'll handle this.
06:03It just needs a little bit of an extra line in there.
06:06I'll Magic Wand that floor polygon on my UV snapshot layer.
06:10If you notice, I like this technique, because it lets me go in and grab the
06:14shells very specifically.
06:15With those selected, I'll choose Select>Modify>Expand and push it out by
06:20a couple of pixels.
06:21On my gaskets layer, I'll fill it in that same color.
06:25Then I'll contract it choosing Select> Modify>Contract and I'll bring it in
06:30by four and then I'll delete and that leaves me a clear black edge around that floor.
06:37This is great because now the floors will join at a black edge seamlessly tiny
06:42and really the kind of place we expect to see filled with grime and dirt
06:46and whatever else and providing a logical joint between these panels.
06:50While I'm here, I'll also add in a little bit of brush texture across that
06:55panel. I'll make a new layer and rename it brushed. I'll Magic Wand that layer
07:01again, and here in brushed, I'm going to fill it with a 50% gray, pressing
07:07Shift+F5 and choosing Gray. I'll throw some grain in, choosing Filter and Filter
07:15Gallery, under Texture here's Grain. I'll run some horizontal grain across and tell
07:20that intensity to relax a whole bunch.
07:23The same with the contrast, I'll pull it way out, so it's barely there.
07:27There is my grain and now I can deselect and set this layer to a Soft Light or
07:33maybe an Overlay and I start to get a little bit of a grain pattern going.
07:37I'll smooth it out just a touch with a little motion blur, choosing
07:40Filter>Blur>Motion Blur by maybe three pixels, an angle of zero, lines up with
07:47the grain and I'll hit OK. Now I have got in this, perforated panels with
07:53grain on them, which I can bring into the shine later and really make this look
07:56like it's made of a brushed steel or something similar versus a totally flat color,
08:01I'm going to save my PSD and do the update again and see how this looks.
08:06I've updated my PSD, so now I'm using Space_partsend.
08:10Notice that the image name, it's a relative path, source images and the file,
08:14that's how I know I've got a good project set up that I can take anywhere with me.
08:18When I deselect this piece and make sure that my wireframe on shaded is off
08:22there is a joint between the panel and it's logical to have those end at black.
08:26I'll reinforce it with my Bump Map and I get what looks like ball pens, rusting
08:31and well falling apart a little bit and joined together at some kind of faithful
08:36rubber gasket that's still managing to hold up after all these years in space.
08:40There is my scratched up caution tape and my floor panel and here's the test.
08:44I'll duplicate it and move it over using the Align tool, snapping on the panels,
08:51deselecting and there is the floor with its holes and its joining piece,
08:57matching up nicely and cleanly at a gasket onto the wall, ready for whatever is
09:03going to go on in here. I'll put it next to the door and see how it looks when
09:07it's altogether, picking the pieces, pressing V and D to move the pivot and
09:11snapping them together.
09:12Of course things line up conveniently.
09:16I planned it that way, but silliness like that aside, we should take that
09:21attitude when we're constructing these pieces.
09:23It's not an accident that everything seems to be lining up, that is carefully
09:28done and constructed, so that when we get our space hallway together and clone
09:32out the rest of the parts; let's say picking these, duplicating, moving and
09:37sliding over that everything is an easy even match. That all the pieces match
09:43together and we can run down this space hallway and it looks like well, decrepit
09:47space hallway, like we'd expect.
09:49Here's the final test as I take these floor panels, duplicate them, slide them
09:54up to the ceiling and rotate them around.
09:56Now it looks like I have got the same panel on both sides, so I'll make sure
10:01under Shading you choose BackFace Culling, making sure everything is in the
10:04right direction and finally snapping these panels in. I was trooping around
10:09the space station, down the rusty hallway and suddenly the doors open and
10:14something jumped out at me.
10:15What we can see here is that everything is meant to join together and I've taken
10:19care of joinery conditions here where things need to be immediately adjacent
10:22without a break in geometry.
10:25Well, I don't have a direction change to accommodate two panels next to each other.
10:29With a pipe across here and some lighting, you won't notice it's the same rust
10:33and it's really tiles nicely. It's the same with the doorframes.
10:37Here's one frame and there is a frame with the door and they're really not close
10:41enough together to notice they're the same pieces.
10:44So I can reuse these in my kit of parts as often as I'd like to make up all the
10:49space hallways I can stand.
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3. Specular Maps: Bringing Out the Shine
Using diffuse layers as a basis for specular maps
00:00One of the most important components in the texture is actually the
00:03Specular Component.
00:04We need our Specular Map, to do things like make the rust dull and the metal
00:09shiny where it's still in pretty decent shape.
00:12We can also use that specular wrap to add in scratches on the floor here and
00:16make this metal grating really pop out.
00:18Right now we are seeing just the raw diffuse color.
00:21It's unlit or flat lit in Maya.
00:23And it's not a good way to judge how this is going to look when it shines.
00:26We are using a Blinn material and this is a next-gen material for games, so it's
00:31a good simulation to use and test out what we are doing.
00:34I have broken the transparency by right-clicking on the word Transparency and
00:38choosing Break Connection.
00:39Maya puts it in automatically if there's an Alpha Channel and a PSD.
00:43But we don't want transparent metal walls.
00:46I'll demonstrate how the specular highlight looks at the moment by putting a
00:49light in. It's a good idea to do this; not just looking in the viewport, but
00:52actually putting a light in by choosing Create>Lights>Point Light.
00:56We will put a point light in, move it up in the corridor, spin around to be able
01:01to see it and press F to focus.
01:03Now with this light in place, I will turn on High quality display and press 7 to
01:10show the lighting in the view.
01:12When I go into the corridor, we can see it's all very even, that is I pulled
01:15this light up and down, we can see the shine change a little bit, but everything
01:19is the same just the light value changes.
01:21Pulling the light close to the wall doesn't show any extra shine here in the
01:25gray metal and doesn't show any glimmering highlights in the rust or on the
01:28screws I have added.
01:29We can see that and we need to define how this looks and we will go back
01:33to Photoshop to do it.
01:35One more thing before we dash back to Photoshop.
01:37I am back out in my scene and I will press 6 to go back to shaded and get out of
01:42High quality display for a minute.
01:44I've done a quick test here with my modules, taking the three frames and putting
01:47them together to make the basis of a T intersection.
01:50I need a couple extra polys here, these triangular corners and I can use two of
01:54my existing floor polygons and wall polygons to close this off.
01:58We want to think in this way.
01:59If we need extra pieces, can we take what we have and put it on an existing sheet?
02:03Here is a quick trick to make this work.
02:06I'll take a wall, press Ctrl+D to duplicate and slide this over.
02:10We can see here, holding V for snap, that it doesn't quite line up and finish
02:15out how the intersections should be.
02:17When I turn on Wireframe on shaded, we can see a gap there.
02:20And simply cloning it over will leave polygons hanging off the edge.
02:23I will press and hold W and left click anywhere and bring up the marking menu
02:28for move, and I will turn on Preserve UVs.
02:30Now with that on, I'm going to craft a new poly and slide it over and keep the
02:36UVs as they are instead of stretching them.
02:38I will press F9 for Vertex, select these vertices and snap them onto the existing wall.
02:44When we spin around, we can see I have started to go on to part of the frame and
02:49so now I will pull these back halfway.
02:51I think these are about 250 wide, so I am going to slide it over to let's say about there.
02:56Now I will take this object, duplicate it by pressing Ctrl+D, V for snap and
03:02snap it over onto itself.
03:03When I turn off Wireframe on shaded, I have a reasonable juncture here. Yes
03:08the screws are off a little bit and that's okay, it adds a character to it
03:11with the panel sort of in the middle here and a joint accommodating the
03:14difference in rust.
03:16This helps to finish out that intersection and preserving UVs allows me to slide
03:19those words around without stretching out that texture.
03:23I'll make sure that my panel is snapped in, so it's light-tight, pressing F9 for
03:27Vertex, V for snap and snapping it over.
03:31What this lets us do is build up our kit of parts, taking pieces we already have
03:35on texture sheets we already have, making new parts and unwrapping as we go.
03:38Now I will go in to Photoshop and work in the Specular Map.
03:42Here in Photoshop, I have got my PSD up.
03:44And right now I'm working the spaceparts color layer set.
03:46I am going to use some of the pieces from this to make that specular map, and the
03:51most obvious at the moment is the rust.
03:53Where the metal is clean, it should be shiny and where it's rusty, it should dull down.
03:57I'll take this Rust layer and select it and clone it then drag it into that other group.
04:02There is rust copy and now I can take it and pull it down into that
04:07specular layer set.
04:08I will put it into the specular rolloff above layer 1.
04:12In this rust then, I can define where is it shiny or not.
04:16I also need in here a color in this specular rolloff because we can see layer 1
04:20is blank and that's why we are getting those errors in Maya.
04:23Here is how I will start to make this specular layer set.
04:26First I will roll up color and turn it off.
04:29There are the Specular layers at the moment.
04:31I will go in to layer 1, press Shift+F5 and fill it with a 50% gray, that way
04:36it's neutral, neither shiny nor dull and I have range up and down here into
04:41white and black to craft my specular highlights.
04:43Then I will take my Rust copy and press Ctrl+Shift+U to desaturate it.
04:48Already this would give me some variety. Just by saving this and update the PSD,
04:52we will see that I have shiny metal in the middle and dull here in the rust.
04:56I'd like to add to it as well though.
04:58I'll go back into the Color group, scroll down and find the holes in the floor.
05:03I will take them hold Alt, clone them down into the specular rolloff and then
05:08also go find the grain.
05:09It's in here somewhere, called Brush.
05:12Again, I'll Alt+clone it down and into that that other group.
05:15What I start with a lot of times then for my specular layers is simply a clone
05:19of the diffuse made gray.
05:21I'll take this brushed copy and desaturate it Ctrl+Shift+U again.
05:26I'll do the same with the holes making sure that I've got black here.
05:29And then I'm going to go into the levels and pull that all the way down to
05:34black, choosing Image>Adjustments>Levels.
05:37It doesn't look like much because I have got a tiny little blip here in gray and
05:42black because of the way I constructed it.
05:44What I can do though is pull this down, either making it a little shiny or
05:48little duller depending on what I'd like, pushing that mid gray around for
05:51example and making the space between the holes brighter. Leaving the holes dark
05:55will give me a center panel that looks a little bit shinier, then I will pull
05:59the black level up and make sure those holes are nice and deep.
06:02By pushing these two together I can get a really different specular highlight going.
06:06I will use my levels on the brushing as well.
06:09And I will zoom in to see how this looks.
06:11Right now this is an Overlay layer and it's fairly muted on that
06:15specular highlight.
06:16I am going to turn this over to a Screen to really make it pop out here, but
06:21then I will put it may be under the holes and see how that looks.
06:24We also have the advantage here in our layers of moving things around little bit.
06:28On second thought, I think I would like to have it be brushed there, on top and
06:32that way it's two different tones of metal with brushing over them and the holes in there.
06:37I'll play with my layers and also work on the color or density of this map a
06:41little bit, choosing Image>Adjustments >Levels again and pulling this value
06:45around on the brushing, so that the holes retain their depth and the brush
06:49panels pop out on the sides.
06:52Now the last part to it then is I am going to take the black and the holes and
06:56subtract it from the brushing.
06:57So I don't have brushed darkness.
06:59On the holes layer, turning off brushing temporarily, I will press W for 1, make
07:03sure Contiguous is off and my Tolerance is nice and low.
07:06I will Magic Wand the black, go over to the brushed copy layer and delete,
07:12pressing Ctrl+D afterwards to deselect.
07:15Now I have got a good specular map for the floor where the shine is going to
07:18vary all the way across.
07:19I will pull in other layers and see how it looks, but first I'll save this map
07:23and go test it in Maya.
07:25Back here in Maya, I have updated my PSD, so I am using the right images and
07:28have all the right components.
07:30I've still got my light in place and I will go in the High quality and make sure
07:34I press 7 to show the lighting.
07:36When I do that and move the light around, I can definitely see a change on the walls.
07:40We can really see where that rust is dull and the wall between is shiny,
07:44watching the specular highlight travel and the intensity change.
07:47We've also got a good travel going on the floor where the specular highlight
07:51changes ever so slightly on the holes versus the frame outside.
07:55We can keep going with our specular work, making sure things really pop out here
07:59and bringing up the intensity of that highlight by making the values lighter.
08:03To make things really pop out, I'll paint in a little bit of white.
08:06For example I would like a little bit more specular highlight right here on the wall.
08:11I will go in layer 1, put a new layer over it, press D for default, X to flop
08:16colors, B for brush and upsize my brush a little bit.
08:20This is a big soft brush and I'm going to paint my specular highlights in a
08:24linear dodge or add at a very, very low opacity; 5% is almost too much.
08:29I will just start to add in, oops, that's too hard, a little bit of soft
08:33brushing right here in the middle of that panel.
08:36And this is going to bring out a little bit of shine under it, add blows out to
08:41white very quick, so little a bit goes a long way, but now it would be nice and
08:45shiny in the middle.
08:46I will do the same here on these panels, just adding in a little extra shine
08:49here and there and a little bit on the doors.
08:52This is why we deal with a 50% gray in specular highlights, so that as we paint
08:57we've got range up and down.
08:59I can have dull dark rust and bright walls where they are well, hopefully not as rusty.
09:03I'll save this and go update the texture in Maya and check it out one more time.
09:08Here in Maya then, once I have got that PSD set, I can choose texturing and
09:12update PSD networks and I will see a difference.
09:16Now when I take this light and pull it close, once the PSD network is updated, I
09:20will start to see how that highlight changes.
09:22We are close to the wall and I can see as I pull this light around, the
09:26highlight spreads out and concentrates and spreads out again.
09:30I can really make this pop out and once I get a Bump or Normal in, it will
09:34really start to shine nicely.
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Creating dents and scratches
00:00Once you've got your base specular map established, you can start to add small
00:04details, things that really show up in a specular map like scratches and dents
00:09for example in metal.
00:10What I have done here is to take some more of my diffuse color layers over into
00:14the specular rolloff and do some adjusting on their levels.
00:17I took the stripes over and pulled their contrast out entirely and made them brighter,
00:23as if some of the tape that was still on there is still little bit shiny.
00:27I've also brought the screws over and made the screw heads brighter, letting them fade
00:31off so I've got bright points on the panels.
00:34Finally, on the doors, I've brought the strips and markings in and made them
00:38brighter as if the paint have a little extra pop right there.
00:41Now I'm going to add some degrading here in the specular level.
00:44What we can do is, like what we did with the stripes here, using a brush to add
00:49scratches in, and the scratches will be brighter in the metal. I'll start out
00:53with a new layer and as you noticed in my Layers palette, I have turned off my
00:58thumbnails, choosing the dropdown menu and going to Panel Options, and turning
01:01them off, because I had a lot of layers going as I was dragging back and forth.
01:06I'll throw this back on medium and just pull this layers palette over again.
01:09Now for some scratches on things. I want to look in scratches at the
01:13most obvious places.
01:14I'll start here on the floor.
01:16What we need is instead of dull rust here, scratched metal and shiny places on
01:21what's left to the stripes.
01:23I'll use my brush again, right- clicking, and choosing one of my spatter
01:26brushes, for example.
01:27I am going to paint in a linear dodge or and add again and see how this looks.
01:32As I start to scratch this over I want to watch how directional it is, I also
01:36need to constrain it, but a quick test shows me, very nicely I'm going to get a
01:41bright specular highlight there.
01:42I'll use my UV snapshot and the magic wand to constrain that selection turning
01:47on contiguous to make sure I'm grabbing the right part, I'll expand this out a
01:51little bit choosing Select>Modify> Expand and push it out by a couple of pixels.
01:57Now back on that layer and here's my Layer palette.
01:59I'm going to brush in those specular highlights.
02:02I'll make sure that where I am brushing runs parallel to the other scratches, so
02:06I'm going to put on this particular floor panel here, some extra scratches where
02:10it's really been worn away letting some of the areas really bloom up to white
02:14very quickly and scratch that in.
02:16When we paint scratches like this, we want to think of them occurring over time
02:21that this has become scratch through years of use and so we may see some
02:24direction change as well in the scratches, but we want to let that build up in
02:29here but as we're adding these scratches in it is getting shinier and shinier in
02:33places and occasionally overlaps that some of the edges they are nice and bright
02:37where it's been chipped in that, whatever chipped it actually buff that stripe a
02:40little bit and so forth.
02:42We want to use any brush we can that will give us a mechanical wear that over
02:47years of people running by and aliens and things being dragged over, the
02:51edges of this have become very, very scratched even right across the tape occasionally.
02:56That's really going to bring out the highlights in here making it look like a
02:58scratched threshold in this door.
03:01I can do this on any corners I like as well to really make them pop out.
03:04For example, I'll work on the frame in this section using that same technique of
03:09the magic wand expanded selection and scratches painted in white on that extra
03:15layer, pressing B for brush and now I'll add in scratches all the way along.
03:20Over years, this has become well scratched, things going by and streaking across
03:25it and so forth, so paint it in, it's on another layer and so if you don't like
03:29what you're seeing, you can simply delete it and start again.
03:32I will make my brush a little bigger and just add some more scratches on these;
03:36these are the vertical sides of this frame here.
03:39This is the kind of thing that's really going to make this thing.
03:42What we need in game a lot of time, especially when we're dealing in metals
03:45like this is that the specular highlight really concentrates in bright areas,
03:49so it looks scratch.
03:51Anywhere this metal is going to be open and raw, we want to paint in those
03:55specular highlights.
03:56I can really use that value as well, I've got some very dark rust and some very
04:00bright areas and I can do the same on the floor.
04:02Again, I'll use my brush, magic wand that floor polygon, go bigger with the
04:07brush and make sure I'm on that specular layer and paint those scratches right
04:11in, it's going to have some good streaking across here and really on the edges
04:16and so forth and let it be uneven.
04:18The less even we can make things the better.
04:21Any chance we have to make our specular highlights very across the surface
04:25will help us and it will let it go nice and bright there and I am going to use
04:30that same trick of selecting the holes and then deleting from that specular highlight.
04:34So here's the holes copy layer, I'll deselect turnoff Layer 6 for the moment
04:39that's my extra brushing and magic wand that black color making sure Contiguous is off.
04:46There is the holes switching back to Layer 6 which I should probably rename,
04:51we'll call it scratches and delete.
04:54Now the holes are black again than the floor is scratched, they are nice and
04:58bright in the middle and the threshold and sides of the frame are scratched as
05:01well and I can add some scratches on the other corners to finish it out.
05:04Go back to Maya and see how it looks.
05:06I have come back to Maya after updating my PSD and making sure all of the
05:11networks are correct.
05:12Now what we can see is I bring this light back-and-forth and put it especially
05:16close to that floor, is that specular highlight really changes?
05:19I see it change across the stripes and in the rust, a little bit of
05:23scratches that really show.
05:24When I bring it down closer I can definitely see that travel and when this is
05:28accented with a normal map it'll really pop-out.
05:30I have brought up my light a little bit.
05:33Here's an intensity of even two is not too strong, When we pull this
05:36back-and-forth, we can really see what's going on with those specular
05:39highlights and it's a good idea to test it this way and make sure you're really
05:43seeing how this'll show up.
05:44Eventually we want to bring this into a game engine like unity and make sure it
05:48all works, but for now this is a great way to handle a test and see if our maps
05:52are working correctly.
05:54The scratches work and I can really see that shine changed across all the
05:57elements, and when I get close here I'll really see it show.
06:00At this stage choosing Viewport 2.0 may give us some odd results as it tries to
06:05load the diffuse in the bump and lays the UV's right over and it looks a little
06:10strange, so we may want to hold off Viewport 2.0 for a minute as it makes this
06:15tape look a little bit strong.
06:16Later once we get a bump in we can use this and make sure we turn off
06:20that template layer.
06:21For now though, I'll see if there is anywhere I also need to add in more
06:24scratches and then see what else my specular map needs to really pop-out.
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Tweaking specular maps for joints and seams
00:00Part of making a good specular map, like making a diffuse, is thinking about the
00:04joint conditions, and if there's anywhere to break the texture conveniently,
00:08because we're tiling and overlapping pieces.
00:11For example, in the diffuse layers I've added in a black gasket here to join
00:15these panels together. It's a thin black line but provides me a texture break
00:19and a place where I have mismatch and the rust.
00:22I need to make sure I have things like that and my specular channel as well, so
00:25I get an obvious dark line or dark spot where these pieces join together,
00:30because it's a different material.
00:32A large part of a specular channel then is really saying what is the material
00:36and how does it function in this place.
00:39The rubber then should be duller than the surrounding metal, so I want to make
00:43sure we get those black layers in.
00:45I also need to finish out my module here of this T intersection adding in
00:48those triangular parts.
00:50That's a great place to make sure I have got an extra joint condition going on.
00:54I'll take care of that by putting in some poly's. There are any number of ways
00:58to do this. We can extrude from existing pieces or create new ones. I'll extrude.
01:03Pressing F10 for edge, selecting one of my edges holding Shift and right
01:07clicking and choosing Extrude Edge.
01:10I'll pull this edge out and we can see it maps onto the text or
01:13sheet conveniently.
01:14Now I'll press F9 for Vertex, W for Move and start to snap these in place,
01:19holding V for Snap and snapping this right on.
01:22I'll take this vertex here and press Delete.
01:26That closes it up, so now this is one face.
01:29It's up to you how you want to handle this. I would like to combine this
01:32eventually so it's one object that is one module that goes into Unity as a T
01:37intersection. I can join hallways too.
01:39So I can these attached and just make sure it goes in the right place in the unwrap.
01:43If I pick this face press F3 for Polygons and go to the Texture Editor, I'll see
01:48where this landed, one giant triangle over everything.
01:52What I'll do then is pick the Move Shell tool and select it and there is this
01:57one big shell hanging out.
01:59I'll scale it down and plant it conveniently over some of the rust. It's
02:04important to zoom in and make sure you're at the right scale, very easy to have
02:08elements that have too much texture on them, I'll pull this down to about here
02:12and move it over so it has a screw maybe, well that looks reasonable.
02:17They'll help fasten these pieces together.
02:19And I'll make sure it's part of accommodating that joint condition that when I
02:22pull it down I actually see one black joinery line right here next to the
02:26screw. It's a little detail reusing the existing map and I'm okay with it being a
02:31mismatch side to side, because I've got some of the existing language showing
02:35up in that small part.
02:36I need to do this on the other side, so what I'll do is, take this element and
02:40extract it for the moment.
02:42I'll choose Mesh and Extract.
02:44We can extract and combine to our hearts content, really.
02:46It doesn't matter because we're going to combine it all anyway.
02:49Once UV's are on it doesn't matter if it's a separate object or part of the same one.
02:54I'll take this piece, center it's pivot by choosing Modify and Center
02:57Pivot, duplicate it, slide it over, press F9 for Vertex and put the
03:02vertices in different places.
03:05The reason I'm doing this is so I get a different element side to side instead
03:09of the same piece, then by UV I'll take these UVs and slide them around and pull
03:14the distortion out. I'll get it close to the existing one but not exact, making
03:20sure that it's got a little bit of variety in it.
03:23This way when I'm going through this game I've got pretty close to the same
03:27pieces, but not quite all the same, just a little off here, enough that things are
03:32well, different looking.
03:34Later I can combine these elements in, but now that module is fairly finished out.
03:38What I can do then, as a test, is to take my floor if I can get in and select it,
03:43duplicate it, slide it over and see what else I need to add in, it's looks like
03:48this floor is going to be too small and the choice here is I can either scale it
03:51up or shrink it down and duplicate it, so there is four.
03:55Part of than is really saying I'm reusing texture because I can accommodate more
03:59poly's. How much extra can I put in before I need to make new pieces.
04:04I am going to take this element and shrink it matching in the mesh size roughly
04:09on the wall, snapping it into place and holding V and D to move the pivot. I'll
04:14duplicate it out to get four floor panels.
04:17Now with all four of my floor panels duplicated, I'll pick them, making sure I
04:22spin around and pick the right piece and slide their UV's around.
04:26First I'll go by vertex.
04:27Remember that I had preserve UV edges on, so as I pick these and slide it over
04:32I'm not distorting terribly.
04:34There is my floor panels; that works fairly nicely, and I'll slide this over just
04:39a little bit and then go look at the texture editor.
04:42There is those elements and so what I'll do here, now that I've widened out
04:45these pieces, is right-click and choose UV, press W for move and take these
04:50existing UV's and slide them into the right place.
04:54I'll pick three like this and use the maximum or minimum U or V and pull these in.
04:59I'll do the same here, selecting, grabbing the UV's and pulling them around.
05:05We'll take these, pull them up to the max and then slide them forward, so I get
05:09panels all around here and it's a good match on my floor. Looks like I went a
05:13little bit far here just in the snapping and again I'll take it, pull it back
05:18and then check on my UV's. We can see as I do that what preserve UV is doing and
05:23so is a really nice tool to be able to grab these pieces and pull them around.
05:30There they are down at the minimum V and I can right-click and choose Object
05:34mode and I've got four floor panels with a like mesh or like grading that
05:39matches in my larger elements with a different scale, so I get a textural
05:43breakup as I get into the intersection here and I've solved this design problem
05:47here with the same pieces.
05:49I can accommodate the extra polygons just fine;
05:52it's really the texture space that's big deal.
05:54I'm just using flat poly, so three extra poly's is no sweat. I've closed
05:59off this space, I can use the same four to accommodate the ceiling here and
06:04finish out this T module.
06:06Now I'll look at the joint conditions in Photoshop and update the PSD.
06:09Here in Photoshop I'll do the same thing I did with the rust, taking things like
06:14the gasket layers and making sure I copied over to the specular highlights.
06:18There is my gasket.
06:19I'll take this, which is just really the thin lines connecting and hold Alt to
06:24clone it. I'll drag it down and put it into the specular roll off layer set.
06:29I'll make sure it's in the right place, it came in way down here under the base,
06:33so I'm going to pull it up almost all the way up to the top. I'll turn off my
06:38color group just so I can see what's going on and there is my specular layer.
06:42With my gaskets in, they're nice and dark right at the edges, so there's
06:46deliberate break and shine where the panels join and also where the floor
06:49panels joined together.
06:51If needed you can pull this up higher in the layers, so that the darkness of the
06:55gaskets is overriding everything. This is really the big deal in joint
06:59conditions between materials. Just thinking about materiality in your
07:02specular highlights in general.
07:04We want to have varied specular highlights to go with our varied color.
07:08This map describes very clearly in a shine where is this shiny and where is it dull?
07:14It's shiny in the middle, dulls to the sides. The screws are shiny and the
07:17panel joints are dark, the elevator or doorway gaskets here are very dark.
07:23The joints between the wall panels are dark, so it's shine that varies in rust
07:27to dark to shine again. It's a clear deliberate break so I don't see any axin
07:31or goofs tiling and reusing that texture.
07:34I can update the PSD check it out and keep going in Maya and see if there is any
07:39other piece I need to build up in the mean time to finish out my kit of parts.
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4. Normal Maps
Painting as grayscale
00:00The third major component of our textures is a normal map.
00:04We can use a grayscale bump, but normal maps are going to react better to light in a game.
00:09What we can do then is paint our normals as gray and then convert them.
00:13There's any number of ways to convert to a normal map and then we can paint
00:16actually in the normal map colors afterwards.
00:19Right now, we can see in our layers I have started out with layer 3 in
00:22spacepart.bump layer set.
00:24It's just a flat gray and really there is nothing going on in that bump.
00:29I'm going to use the same technique of borrowing some of my diffuse layers to
00:32become those bump pieces.
00:35I've got my specular roll off going, too. That's a good place to start, because
00:38it's already a grayscale and then I can borrow some of the color as well.
00:42What I'll start out with then, is in that specular roll-off layer grabbing things
00:47like the holes and maybe some of the screws.
00:50Those are a great place to begin with the bump.
00:52A lot of times what I'll do then is go to panel options in the layers palette,
00:57take off the thumbnails.
00:58Now I can take my layers holding Alt, drag and clone, and pull it into the bump.
01:04I'll even turn off that roll-off group so I can see what's going on.
01:07I'll turn on the bump and there is what I have got so far.
01:11As I start to take these pieces and drag them in while holding Alt, we'll see
01:15these appear in that bump; and it's a great way to keep track of what's going on.
01:19I'll take the gaskets and pull them in as well, and let's see anything else?
01:23Not the brush, not the rust, not the level color, not the stripes. Feels pretty good.
01:28A consideration when painting a bump is not overbump.
01:32Yes, the stripes are, well, tape of some kind or a sticker that's applied.
01:36Yes, they probably do have thickness.
01:38However, if we add those into a normal map they're going to look like they've
01:42really got some volume to him.
01:44So I want to make sure when I'm painting my bump in here that I don't overdo it,
01:49that there is a subtlety to it.
01:50That, plus the specular highlights really brings out this image, without having
01:54things look absolutely crazy like they pop out of the surface.
01:58The rust is a great example of that. I am going to let it go in the shine.
02:03It's got a diffuse color, but I'm not going to bring it across to the bump where
02:07it creates large ringed blotches all over the walls. That will look odd.
02:10So a bump can be considerably more mellow and although it matches the specular
02:13highlights, it doesn't have to be everything straight across transferred.
02:17Now I'll look in my color layer set and see if there is anything else I want to bring in.
02:22It looks pretty good.
02:23I may grab the holes layer and just bring it over. The reason for this is
02:27just in case I need something different in the selection, because I have moved
02:31it around a little bit in color and luminance.
02:33I can go through and rename, although I don't mind the copy in here as it's
02:36going to flatten anyway.
02:38As long as I have a good idea of what this layer is, it's fine.
02:40It's up to you how organized you'd like to be.
02:42To start then I can try this in my bump, but I already see where I'm going to have an issue.
02:47Down here on the floor I have got these screws and I've got the holes in the floor,
02:50but they're too bright compared to the frame around.
02:53So now I need to get in and adjust the luminance in this.
02:56I'll turn off holes copy 3 as it's a temporary layer and there is holes copy 2.
03:00Under Image I'll go to Adjustments and Levels and I'll start to bring this down,
03:05leveling that out so it's pretty close in value to the adjacent floor.
03:09My gaskets layer could use a work as well, although I like the way this goes a little bit lighter here.
03:14I'll make sure it's desaturated, pressing Ctrl+Shift+U and just zooming in to check the value.
03:20It'll give me a little bit of an edge right there that's going to make this panel pop out.
03:24Now I want to add in some subtle details. These holes are punched in, but I'd
03:29like to give a little bit of a ring around here.
03:31I'll select holes, turn off Contiguous, and use my Magic Wand to grab that black dot.
03:37I'll expand the selection choosing Select> Modify>Expand and push it out by a pixel.
03:44I'll make a new layer and fill this new layer in gray somewhere between what I've got and the hole color.
03:51I'll use my paint bucket to fill it in and then contract the selection choosing
03:55Select>Modify>Contract and I'll pull it in by 2 and delete.
04:01Now the holes have a little bit of a ring to them on the edge as if there were
04:04punched into that metal and it's going to make that shine wave across there.
04:08It's a great way to start out the bump thing.
04:11Looking at the major landmarks and things we need, it's looks like I need to
04:14bring more of the screws across as well right here on the wall panel.
04:17Then also use my levels to even these out so they don't pop out of the surface too much.
04:22I'll adjust the levels on these and then I can bring the others over.
04:25In terms of adjusting here, it's really up to you what you'd like to use.
04:29Some folks prefer Hue/Saturation, some like to use curves, some like to use levels.
04:33As long as you're pushing the luma to where you want it, anything goes.
04:37I'll take these screws and push them down just a little bit.
04:40So that way they look like they're recessed in the floor slightly and this is
04:43where a bump map may differ from the spec a little.
04:46In the spec these screws are nice and bright and white as if they're made of a
04:50polished steel or something that's less likely to rust.
04:53In the bump however, fasteners like this are often recessed.
04:56So I'm going to make the choice in here to take the screws push their mid-gray down.
05:00They really start to darken.
05:02Hold the white or the black up or down and make sure they really push in.
05:06They now sit in a recess and then the screw heads stick up a little bit and that's
05:11going to give me some extra depth in that bump.
05:13I'll bring this over to Maya, reset and update the PSD, and see how it looks in light.
05:18Here in Maya I was updating my PSD network. That way I have got some iterative PSDs is going.
05:23You can work in one, but personally I prefer to have a couple of versions
05:26running around and that way if something goes wrong I can go back.
05:29They're just named and I'm going through an updating here using my hyper shade.
05:33In the Textures tab there is my PSD and it lists what it's doing.
05:36Here's normal, color, spec color, and so forth.
05:40In each of these then I'm selecting it and in the Attribute Editor I can go and
05:44update that particular file.
05:46In the materials though we're seeing is it's not showing its swatch correctly.
05:50In case this happens you can always right-click and choose Refresh Swatch; it'll
05:54take a minute and then regenerate that swatch on the material.
05:58Remember that it's rendering so it may take a second and it's also depends
06:01on the size and complexity of the PSD, but there is that material showing up nicely.
06:06Now what I'll do is try out Viewport 2.0.
06:09I'll make sure to break the transparency there and that's just a function again of having my alpha.
06:13I'm in high-quality already and I should be seeing a decent bump going on.
06:17This is a place though to use Viewport 2.0 if you can't see it nicely. It is working.
06:22Even before I get there I can see in the high quality that the screws stick
06:26out and the punched openings in the grating here look like they have little rolled edge to them.
06:31Now I'll go into Viewport 2.0 and adjust some of these settings.
06:34The advantage to testing it like this, especially with anti-aliasing on, is you can see it close to game.
06:40I've taken the sample countdown a little bit, but turned on Multisampling Anti-Aliasing.
06:43I'll also turn on my Screen Space Occlusion and maybe customize this a bit.
06:49Right now there's an amount and a radius and this is in pixels.
06:52So depending on the amount of gloom we want in our game we can bring this up or down.
06:56Here it is as 32 and I'll bring back the amount just a bit.
07:00So there is a little more spread on the gloom, but a little bit less density to it.
07:05I'll hit Close and now turn on Viewport 2.0. Because I'm working with a PSD,
07:11it's loading the normal, but not necessarily the color, which for my test here is just fine.
07:16Later I'm going to take this over to Unity once I get the normal map fully crafted and see how it goes.
07:21It's working great though.
07:22The gaskets here between the panels are recessed, the screws are recessed in holes, but they pop-out slightly.
07:28The floor panels there, holes here have a little rolled edge to them.
07:31The wall panels have gasket lines really showing nicely.
07:35I am seeing the mesh line across here on the door, it's a function of what's off or on in the PSD.
07:40For the moment I don't really care, because I haven't touched it.
07:43I'm looking at the major pieces that I just crafted that bump on and it seems to
07:47be working terrifically.
07:48Now I can add in any other detail I need in my bump map and then think about how
07:52it converts to a normal.
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Creating edges and borders
00:00With the major elements of our bump in place we can start to think about
00:03other details and things that are really show up on a normal map that add to the realism.
00:08I do want to do a quick graphics fix here.
00:11I'm seeing the mesh lines overlaid in the bump and although they're neat looking
00:15they're causing some issues and they don't quite look right. Also right here
00:18on the edge for example where there's a mesh line trying to bump in that corner,
00:22it looks a little strange. It's an easy fix.
00:24I'll jump over to Photoshop and show what's causing this.
00:28Here in Photoshop I have got my UV snapshot layer on and locked.
00:32I need this, because it helps out with the painting and in a normal display, or
00:36high-quality display in Maya, it looks fine, but because I have got the bump
00:41layer on and other things on it showing up.
00:43So I'll turn off this UV snapshot and save out this PSD, reload it in Maya
00:48with that snapshot layer off and those lines will go away and I can see my objects clearly.
00:53I've updated the PSD, broken the transparency connection, and now I can see that bump clearly.
00:59The floor grating looks terrific and the screws really pop out.
01:02The joint between the panels has a nice edge to it and now my edges are
01:06clean here at the frame.
01:07Now I'm ready to add other details into my bump map; and this is where our bump
01:11can differ somewhat from a specular and color.
01:14There's a lot of things that need to match in, but there's some places where we
01:18want extra detail in the bump that the other two flow over.
01:21For example, some of the details I'll add in are edge condition.
01:26Right now these polys are very perfect on the edges. Although they're
01:29lighting decently and the screens base inclusion is helping a little bit,
01:33they're very perfect, because they're low poly and I haven't really done anything to them.
01:38I'll add that into the bump map so I start to get some small dents on the
01:42edge from wear and tear.
01:43I can also put in things like slightly embossed panels on the door for example;
01:47and anywhere else like right here maybe where this is slide rolled edge or maybe
01:51a welded joint here that's describes the way this was built.
01:54Here in Photoshop I'm going to start out by making some welded joints, because
01:58this was an assembled piece and it looks fairly industrial and rusty.
02:02So I'm going to assume that the connections are not ground smooth and painted over.
02:05But we actually do need to see in the bump map the beads of welding.
02:10I'll go into my bump layer and turn back on my UV snapshot so I can see where I'm working.
02:15I'll zoom in on a section of the frame here to start out.
02:18Now I'll make myself a new layer.
02:20I'll call this new layer welding.
02:22I'll press D for my default colors and then make that black just a little bit brighter.
02:27I'll press B for Brush and use a very tight, very hard circle brush and very small.
02:32Here's one about 13 which will work well.
02:35I'm going to paint in a Normal mode and bring up that Opacity to 100 and put in a circle.
02:40I know, remarkable!
02:41He made a circle on the canvas now what is he going to do that's so exotic? Here's what.
02:46I'll zoom in, press B for Brush, X to flip the colors and lay another
02:51circle right over it.
02:54Now I have got two circles one's dark and one's light and I'll take this
02:57layer and Alt+Clone it.
02:59Press Ctrl+E to merge down the layers and Alt+Clone again.
03:02Ctrl+E and Alt+Clone and I'm building up a series of dark and light
03:08crescents, which are a bead of welding, that's what it's called, where these
03:12two panels are put together.
03:14So I'll make myself a nice long strip of welding bead.
03:17And yes I realize it's way oversized, but that's okay.
03:20One of the things Photoshop is really spectacular for is resizing images.
03:25That's what we do we bring in photos, we resize things.
03:28So when we say let's take this layer and transform it, choosing
03:32Edit>Transform>Scale, Photoshop is going to do a terrific job of not only
03:37scaling it, but anti-aliasing and again for us and blending those adjacent
03:42colors so I get something nubbly in bumpy with ribs in it that looks like a bead
03:46of welding that I can lay over the joints.
03:49I'll lock my scale here and set that width to maybe 50. Nah, a little less.
03:54I'll use my arrow keys and nudge this down in percent. That's good.
03:59I'll hit the Move tool and apply the transformation or hit Enter to accept it.
04:04Now I can take this bead of welding here and start to position it on all the joints.
04:08I'm going to use the lines here in my mesh as a guide to put this welding on,
04:13lay it over and let it hang off the sides just a bit.
04:16Holding Alt I'll clone this out, use the nudge arrows, and make sure it's in the right place.
04:22I'll take this piece hold Shift and Alt and clone it down to the next place.
04:27I named this first so that way everything is called welding and it's easy to clean up.
04:31Now these frames will have an edge and it looks like they're put together from
04:36pieces of steel instead of, well, hatched as one element.
04:39Now for the joinery I'll take the same element, pull it up here, nudge it down
04:44onto the line, and make sure I have got this weld bead at the top and bottom of
04:48the next pieces over.
04:49This is a great way to think of how do I make this put together from something.
04:54One of the big things I see in 3D often is it because we can hatch things out of
04:59as much virtual clays we need, we do.
05:02What it leads to some times is pieces looking like they were simply cast whole.
05:08In the real world things are built up.
05:10Yes, it's a space station, yes, it's something we've never seen on a place we've
05:13never been to, but somebody did have to make this out of pieces of steel we'll
05:18say and so we want to take all of our elements and say how were these assembled
05:22in a real manner and it's fairly mundane.
05:25These were welded by, well, somebody in a welding shop wearing goggles,
05:29welding things, sparks flying et cetera, and put together to make this exotic space station.
05:34And it's these details that are going to read in the game that we see our pieces
05:38are still of humble origins.
05:40Now I'll take this layer and this gives me in odd dot here where these overlap.
05:45So I'll make sure as I'm cloning that;
05:47that I lap these layers together correctly.
05:48So when I merged down the layers the weld beads don't have strange dots in them.
05:53I'll Alt+Clone this up and finish it out. This is going to make all of my
05:57panels look like they're welded together.
06:00I can let them overlap a little unevenly, too, because it's not perfect and that will add nicely to it.
06:05Now I'll start to take these layers and pull them down under so that as I am
06:10putting these in, the dots go away.
06:12If you're finding that the order is off, you can always move things around even further.
06:16I have got dots coming back.
06:18So I'm going to make sure I get the right order in here in thing and I can take
06:23these and also erase parts.
06:24For example, I have a dot here.
06:26I'm going to right-click on this weld bead and there is welding copy 11.
06:29I'll erase just a little bit, just enough in here to gray that.
06:33It's okay if there's a little dot that sticks out once in a while.
06:36I can also get back in here, right-click on a layer, there's 15, and make sure it's on top of things.
06:42Here's 14 and I'll pull it over and some of the dots go away.
06:46Once I have got it altogether I can use Ctrl+E to merge down these pieces.
06:51This is a way to think of how stuff works.
06:54How is it put together and why do we need to see it?
06:57So we believe it's made of something that we're saying it's made of in the
07:00diffuse color, not just simply anything with a color on it that we are telling
07:05somebody is made of steel.
07:06I'll update this PSD and take it back to Maya and see how it looks.
07:10We can see in here that that welding really makes a difference.
07:13That at those panels where they join a little extra detail there really makes
07:17it look like not just polygons placed in space. Especially right here at this
07:21panel where I need to make sure I take out a chunk of welding where those panels joint.
07:26The welded bead here really reinforces that it's built of something.
07:29If I switch back out of Viewport 2.0 to a high quality render, I can get the
07:33bump and the color showing up as well.
07:36Here in the high-quality rendering we see both parts together. I'll make sure
07:40that my light is on and I press 7 to show the light in this scene.
07:43The intensity on this light is a little bright so I'll back it off just a bit, a
07:48little more space gloom will help out.
07:49Now I've got the welding showing up and it's really stuff going on under the rust.
07:53Not particular beads, but close enough to the language of welded beads we believe it.
07:58It shows up right here and they've applied this caution striping right over it,
08:02which is very true, it often happens. It paints right on.
08:04I have got my flooring showing up in the joints here.
08:07Now it is aliasing a little bit which is adding to the drama and craziness in the weld.
08:12So in game it'll anti-alias.
08:14So I have got a choice to make on how I view it high quality or Viewport 2.0 to
08:19preview what's happening. But between the two I get a pretty good idea of how
08:23this texture will work and I can finish editing in weld beads, I should probably
08:26put some right along here as well as it should be built up of parts.
08:30Then I can think about maybe the elevator doors having an embossed pattern or
08:34something on them and see if there is any other details or joining conditions
08:37that really reinforce that this is built of something.
08:40It's almost ready to convert to a normal map and then we can really see how this
08:44reacts to light properly.
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Converting texture sheets to normal maps
00:00Once you've got the grayscale bump map all set, you can convert it to a Normal map.
00:04We want to do this so that our surfaces react to light correctly.
00:08What I'm seeing at the moment is a combination art artifacts and display modes.
00:13Right here it looks like this floor texture is stretching, but as I spin around
00:17that stretch goes away.
00:18I'm seeing aliasing, because I'm in the high-quality display and that's also
00:22making my edges right here look jagged.
00:24Switching over to Viewport 2.0 allows me to turn on Anti-aliasing in the screen
00:29and in that Viewport 2.0 dialog I can kick up the number of samples if I need.
00:34Running at 8 lets me see a lot better resolution and really tell if my
00:38textures are working nicely.
00:40I'm still seeing what looks like little bit of a blend there, but that'll go
00:43away with anything I do in games such as depth of field, fog, and also whatever
00:47lighting is going on with it.
00:49I've added some emboss panels in the elevators and finished out some welding in places.
00:54We can see especially in Viewport 2.0 how a Normal map is going to react better
00:58than a Bump, because the Bump is blurring and stretching oddly right there.
01:02In high-quality display it looks just fine, and that's just really a difference
01:05in the way those two modes work.
01:06Now I will jump over to Photoshop and look at how to flatten down my Bump mapped
01:11and convert it to a normal.
01:12Here in Photoshop I've got my grayscale Bump, my Snapshot is turned off, and my Color is on.
01:17I'll turn off my space_parts color and take this Bump group and clone it,
01:22holding Alt and dragging and just landing it between other groups or layers.
01:26What I'll do often is take a group such as the Bump, clone it, flatten the
01:30clone, convert it to a normal, and then put that back into that space_part Bump
01:35layer set, keeping the existing layers tucked in another folder somewhere.
01:39This way Maya correctly reads the layer set in the PSD link, but I still
01:43have the flexibility to go back and edit that native Bump, those grays, in
01:48case I need more detail.
01:49I'll press Ctrl+E with that Bump copy selected and now I have one layer called
01:54space_part_bump_copy that I can convert to a normal.
01:57I'm going to use xNormal for this and there is lots of different plug-ins out there.
02:01nDo you can even bring in dDo or if you're a Mac user you can use FilterForge
02:06to do this as well.
02:07As long as it's converting to a normal whatever you'd like to use is just fine.
02:11I'll pull up xNormal and then start copying and generating Normal maps.
02:16Here in Xnormal I've got a lot of different things I can do. I can bring in high
02:20and low definition meshes and bake from one to the other to generate a normal.
02:24I can also use in my tools here a Height map to normal or Tangent Space Normal to Cavity.
02:30What I'll though is just a Height to Normal taking in a gray and converting it straight across.
02:35In Photoshop I'll press Ctrl+A to select all, Ctrl+C to copy, and then bring
02:39back up xNormal, I'll choose Height map to Normal map, and right-click and
02:44paste that copied map in.
02:46Alternately, if I've saved it out as a unique file, I can browse to it.
02:50Once it's pasted and I can right-click in the Normal map section and choose Generate.
02:54There is the Normal and what was the grayscale, such as the welding here, is now blue.
03:00Actually, read, blue, and green.
03:01In a Normal map then our blue defines strength with red and green
03:05defining surface direction.
03:07The gasket to the side of that panel is now recessed nicely and if I take a
03:11look around in this, scrolling up and down, I'll see all kinds of different
03:14details popping out.
03:15There's the holes and they've got that nice rounded edges, if they were
03:19stamped into the floor.
03:20Those will shine as I run over them.
03:22The screws are gently recessed, which is even the top of the screw head showing nicely.
03:26Once I've got it then I can right-click and Copy or Save a Normal map.
03:30I'm going to copy it and bring it back into Photoshop.
03:33Here in Photoshop I'll open up my Bump and make a new layer and paste it in,
03:38pressing Ctrl+V. Now I'll deselect, if I haven't already, turn off that
03:43space_parts_bump_copy layer, and there is the Normal map in there.
03:47What I can do if I need is to take these layers and either group them or move
03:51them to a different layer set so I retain my flexibility in editing.
03:55I'll select all of my various gray layers by picking one holding Shift and
03:59picking the bottom and then press Ctrl+G to group or make a layer set.
04:04I'll rename this group within space_ parts_bump to bump and that way it just
04:08loads in layer 6 as my normal.
04:10I'll rename this to normal base and I'll save this PSD and update it in Maya
04:16and see how it looks.
04:17I've loaded in my updated PSD.
04:20There's one small change I need to make to get the Normal to show properly.
04:24I'll go into the Bump mapping and that takes me to this file here my PSD.
04:29In the PSD then I can go up to the Output Connection and this gives me the Bump
04:332D node where I can specify this is being used as a Tangent Space Normal instead
04:38of the grayscale bump.
04:39I'll dropdown under Use as and choose Tangent Space Normals. Much better.
04:44Let's see that difference again.
04:45Reading the normal as a bump makes the welding book very rough and very large actually.
04:51It really spreads it out.
04:52Changing over to properly use it as Tangent Space Normals makes that welding
04:57slim down and now I've got small beads of welding in the corners and when I get
05:01close to them they look like they're lighting correctly.
05:04The floor is working nicely as well.
05:06Switching over to the Viewport 2.0 will show me terrific detail.
05:11What I'm seeing in here is probably a graphics artifact.
05:14In the way it's redrawing or it's trying to read my transparency.
05:17I'll make sure I break that connection and see if I need to either reload that
05:21texture or just refresh the view.
05:23However, even in this blue view is working nicely.
05:26What I'm seeing as I get close to my objects in Viewport 2.0 with Anti-aliasing
05:30on is that it looks like a bead of welding.
05:34At some point things will fall down or not hold up.
05:37I can get pretty close until I start to see it is just texture on a polygon after all.
05:42But when I back out to a reasonable distance, it really looks like it's got the
05:46relief and subtlety we expect to see.
05:49When that's all together with our other parts, this Normal map will really make
05:52this environment pop out.
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Enhancing the normal map
00:00One the normal back has been made and applied and you're satisfied with how it looks on the objects,
00:05you can finish the construction of module. What I've done here for example, is
00:09to add the same floor panels onto the ceiling, making sure that they're in the
00:13right place and the normals are flipped accordingly.
00:16I've also cloned out the walls on the other side of the passageway, so that this
00:20is one straight passage.
00:22I've got a joining module, which I won't export as part of this straight piece.
00:25So I've got doors and street passageways for limiting line of sight.
00:29I've finished out the triangular corners in my T intersection.
00:33And if I need I could make very quickly a cross or two-way intersection.
00:37I've also unwrapped this floating panel, and I'll probably find a place to use it,
00:41when I bring it across to the game engine.
00:43Remember we're making a kit of parts here that shares one texture space, and
00:47that way we're we reusing the texture and getting a better resolution, well
00:51making the elements we need to bring into our Level Editor Unity, and make our game.
00:56What I'd like to do though, before I get into Unity with this, is just buff out
01:00the normal map a little bit.
01:02On the floor, although it's nice looking, when I go in to high-quality it doesn't
01:06quite pop in the holes, they don't look quite deep enough.
01:09The lighting is nice, but even so it feels like the black really sits up on the surface.
01:15I'd also like to enhance the normal map a little bit and make it, little bit stronger.
01:19Remember that, when we bring objects or normals into a game, they run at the strength of one.
01:24It's really a question of is there or not, not how strong is it.
01:28So we need to make sure, the strength looks right first as we're crafting the map.
01:32I'll jump over to Photoshop and push this a little bit.
01:35In Photoshop right now I'm looking at my diffuse color layer set.
01:39I'll turn that off, and there in the space_parts_bump_layer is my normal.
01:43It's in our standard Normal map colors; blue for strength and red and green for direction.
01:48What I'll do is go into the normal base and make a new layer over it, darkening the holes.
01:53I'll use my space_parts_bump as a selection to drive the holes and paint them in.
01:59I'm going to magic wand the black, making sure that Contiguous is off, and
02:03the Tolerance is low.
02:05There the holes plus the adjoining gasket selected.
02:08I'll press M for marquee making sure I'm using a rectangular marquee, hold Alt
02:13and deselect the parts I don't want to move around.
02:16I'd like these joints between the panels to be very slight, so I'm going to leave their values alone.
02:21Now with just a hole selected I'll zoom in, turn off that space_parts_ bump_copy layer
02:25and on the normal base add a new layer above it.
02:29I can eyedropper this blue, it's the same blue all-around with those RGBs.
02:34I'll pick it and in the brightness slider, lower just a little bit, how bright it is.
02:39So get a deeper blue in their, then on that new layer, I'll use my Paint Bucket
02:43and fill in those holes, which will make them show up as darker.
02:46We can paint right in the normal map. If you'd like you can even over paint in
02:51purple or red to change direction of a surface.
02:54What I'll also do is take my normals and lay them over themselves to really push how they look.
02:59I'm going to take this layer 6 and flatten it on to there.
03:03Then I'll take this normal base layer, hold Alt and clone it in that same layer set.
03:07I'm going to blur it slightly, choosing Filter>Blur and Gaussian Blur by just half a pixel.
03:15That'll smooth out any edges and facets in our artifacts, then I'll set the
03:19blending mode for this layer to Overlay and that normal map really pops out.
03:24Here's the difference; there is the original, there is the overlay; and those
03:28colors really leap. This is going to make that normal map really stand out when
03:32it comes across into the game.
03:34We can find any other areas needing attention, maybe the embossing here on the
03:38panels needs to be little deeper, or if there's anything else we'd like to paint in.
03:42I'll also go and check any areas such as the welding and make sure they're not too pixilated.
03:47This looks pretty good; it'll give me the drama I expect from a welded joint,
03:51without being terribly obvious in terms of pixilation or color.
03:55I'll save this PSD and bring it back across, and then take the whole mess into Unity.
03:59I've brought the new PSD across, and we can see those normals, the holes look a
04:04little deeper, the welding seems to pop out a little more, and the screws have a
04:08good reveal around them.
04:09We can use this technique layering the Normal over itself as many times we'd
04:12like to really get things to pop out.
04:15And painting or over-painting or under-painting a little bit, to make those blue
04:19values really rise and fall correctly.
04:21Now I'm going to take this over to Unity, and see how it looks as a test.
04:25What I'll do is export these pieces out as FBXs and then, bring in the images
04:30and assemble the materials.
04:32I'll start by exporting these pieces out as FBXs from Maya.
04:36First, I'll hide my lights, choosing Show and unchecking Lights.
04:40I'll make sure I hit 6, so I can see things clearly without lights, just in shaded display,
04:45and make sure I have all the parts.
04:47I'm going to pick all of these elements first. This is my T intersection we'll call it.
04:52I can combine these meshes if I'd like or I can export them uniquely,
04:56it depends really on what we'd like to do with it.
04:59It depends also on how we're going to attach colliders and anything we're going
05:03to have go on with elements detaching.
05:05For this trial though, and I'm going to pull it into just a temporary working
05:08Unity project, I'm going to take them across as parts.
05:12I'll choose File and Export Selection. I'll export these out as FBXs.
05:17They'll land in my scenes and I'll manually move them over to keep track
05:22of what's exporting and importing exactly, versus having Unity try to pull in everything.
05:27In the FBX Export, I'm going to make sure under Geometry that I take my hard and
05:32soft edges, also called smoothing groups occasionally.
05:35And down at the Advanced Options under Units uncheck Automatic and I'm going
05:40to convert to Meters.
05:41This way when I bring in my pieces, I can set my scale to 1 all around.
05:45I'll name this T intersection. There is that FBX, and now we'll do the straight
05:50hallway the same way.
05:51For this because I know that the doors are going to need to animate, I can
05:55choose to either take the doors with it or export them separately, for now
05:59because it's just a scratch project to test out the material, I'll take it
06:02altogether, again exporting out that selection.
06:06Here in Unity, in my scratch or working project, I've dropped the FBX files into
06:11the Assets folder and Unity has brought them in automatically.
06:14I haven't brought in there textures yet and I need to fix their scale. I'll set
06:18their Scale to 1, and then apply this.
06:21And for now I'll just generate colliders on the mesh. I'll do this on both of
06:25my pieces I've name them T intersection and S hall, and I'll just do a simple
06:29test in here, of putting them together in an assembly to see how they look with a light or two.
06:34Now I'll go over to Photoshop and take my materials out.
06:37Here in Photoshop I need to take out my layers flattened. What I'll do then,
06:41once I've save my PSD is start to flatten some groups as copies. I'll take my
06:46normals for example, Alt clone it, making sure it doesn't land in another layer
06:51set, press Ctrl+E to flatten it, and do the same with color and spec.
06:56Now that I got three flatten layers, I'm going to take this specular roll off
07:00and tuck it in the alpha channel of the color, selecting all, copying, going over
07:05to channels and making a new alpha to paste that into.
07:09If you have a height map you can also use in the alpha of the normal map for
07:12parallax. I haven't made one yet and so I'm just going to use this for gloss.
07:16Now with that alpha on I'll go back to into my layers, make sure I turn on the
07:21color and save out this image.
07:22I'll say this out of the flattened TIFF with an alpha channel, and we'll call it
07:26just for testing 04_04_space_end.tiff.
07:29I'll move it over manually for Maya project to the Unity product as well.
07:33Once I've put those TIFFS into my Assets folder, Unity picks them up
07:37automatically. I'll select my Normal Map, and make sure I tag the texture type
07:41as a Normal. If you'd like, you can also use the Advanced section, if you'd like
07:44to play with, not only how does it create the Normal, but MIT map filtering and
07:49a nicer levels, determining how this looks and shines a little bit.
07:53I'm going to leave it alone its just a standard normal map turning off Create
07:56from Grayscale and setting the max size down to 1024 to see how it looks. I'll
08:03Apply it and check the max size as well in the texture, it's set to 1024.
08:07Now I'll start to bring my pieces in.
08:09I'll take the hall module, drag it into the hierarchy and take the T
08:13intersection and do the same. With both of those in, I can snap them together
08:18pressing V for snap, snapping on to a vertex and assembling my pieces.
08:23Now for the test to really see if I texture sheet works.
08:25These objects right now have either no material or just a standard diffuse.
08:30I'm going to make one material to use on all of my parts.
08:33I'll right-click Create a New Material.
08:36And for this I'm going to use a Bumped Specular.
08:39I'll take my color map drag it in, take my normal map, drag it across to the
08:44normal, and take this new material, and put it onto those pieces.
08:48I'll select the whole element and drag the normal on to it.
08:51This is where I actually combining these might help, in adding on the material
08:55and not having so many parts in the FBX. Its working nicely though, as I add
08:59these on I can really see this material starting to pop out.
09:02There's most of my elements in. I'm missing a couple of these small triangle corners.
09:07Obviously, since this is a temporary export I'm not overly concerned about
09:10optimizing the mesh. When I finally take the pieces across though, I'll make
09:14sure that this works.
09:15Looks like I have one extra polygon going on there. For some reason it was
09:19cloned and I have a fighting face. As a side note. its worth catching these kind
09:23of things and updating that FBX, so that it imports properly.
09:26I'll get a light in though and see how this looks with light in the scene. I'll
09:31put a point light in and pull down the range a little bit and back off the
09:35intensity; a dim badly lit corridor is what I want.
09:39I'll take this light, hold the range down to may be 5 or so center it in the
09:43hall letting that color be nice and murky.
09:46Duplicate the light and slide it over.
09:49Now I've got rise and fall on the lighting that should show off my normals nicely.
09:53I'll put in a first-person controller and see how this looks.
09:56I'll go into my Game tab making sure my stats are ON, I'm maximizing on play and
10:01test out my environment.
10:02Aside from those fighting polys, it looks pretty good.
10:05It's definitely a claustrophobic space station. Looks like I missed a couple of
10:09pieces in applying the material, but I can go back and fix that.
10:12However, the materials are working nicely. Close-up, I'm seeing the screw heads in
10:16the welding. As I zoom down the corridor here, well, slowly jumping over to
10:22clear that threshold, the resolution is working and especially on the floor, that
10:25grating is definitely space grating.
10:28It's nice and worn and scratched, and all the parts are working well.
10:32I'll make sure I look at this material a bit and turn up the shininess just a
10:36touch, so that Specular map really leaps out.
10:38What I'll also do is part of this testing is eyedropper my specular color from
10:43something in the scene.
10:44So I've got a good rusty specular color, change that scale over HSV and brighten
10:49it up so that everything in here is rusty in that shade of brown. Then I can do
10:54the fixes on the FBX, but it looks like my materials are working. My texture
10:58sheets are working well and although there is some repetition in things like the
11:02scratched up stripes, its is not immediately obvious that it's one material and
11:07one texture on everything.
11:08As I get those last panels in we can see that specular color really coming into play on the roof here.
11:14It's shining in that rusty brown, pulling the whole look together. The shine
11:18matches the frames here and any other parts.
11:21It's a great way when using one texture sheet in one material to make things really feel coherent.
Collapse this transcript
5. Modeling High-Poly Texture Bases
Preparing our objects for rendering
00:00For making game textures, photo reference is a terrific thing to have.
00:04However, we can't simply take a photo and throw it on a model, as we will see
00:09the lighting is baked in and the texture doesn't work.
00:11It's made for a certain place and photographed from a certain angle.
00:14And so when we try to flatten it out to have a raw diffuse color to bring into
00:19our engine in light, it doesn't always look great.
00:21However, we have got a way around this, and its actually within Maya.
00:24We have been using Maya a lot for modeling, unwrapping, texturing. But beyond
00:28that Maya has a terrific rendering engine, mental ray, and is used for photo real
00:33compositing work all over the world.
00:35We can put that to our use in making game textures and actually render using
00:39render passes for compositing.
00:41I have got here a selection of high poly models; a Z frame door, a couple of
00:45stone blocks and some half timber wall elements.
00:49As you can see by the mesh lines these are very dense, and it's perfectly fine to
00:53do that. We are not going to bring these models forward into the game, we are
00:56going to use them to render out textures.
00:58I am going to keep with the idea of making a texture sheet; two of my half
01:03timber panels, a door, may be some extra wood pieces.
01:05And eventually a good chunk of stone wall the tiles. I'll render them out,
01:09rendering of beauty, occlusion and normal image, composite them together in
01:14Photoshop and put them in the texture sheet.
01:16The workflow like this is fairly straightforward.
01:19First we need to create some orthographic cameras to be able to render these elements straight on.
01:24This is different from a traditional high to low baking workflow, where objects
01:28are projected, say this wall projected on to a much lower resolution model.
01:32In this case I am going to render it and simply use the images straight out.
01:37I'll choose Panels>Orthographic and under Top, I'll choose New and Front.
01:42Here is my New front camera and I'll name this camera Wall1.
01:46I'll zoom out, pull over and focus the camera on my first wall section.
01:52This wall is a little taller than it is wide. I could square it off if needed
01:55or simply use it like this, assuming that the elements we are going to
01:59map are a little taller than they are wide so the architecture varies, because it's off grid.
02:04I can also take these pieces into a sculpting application like Mudbox and mess
02:08them up, or mess them up with a paint deformation here in Maya.
02:11But for now I will get the rendering established.
02:13I will turn on my resgate and figure out how big this is roughly by snapping a plane over it.
02:18A lot of times I will use planes to be able to measure things versus measuring
02:22tools, because I can snap to uneven corners.
02:25In laying a plane over and looking at inputs I can see it's roughly 120 x 136.
02:31I'll pull up my Render settings, switch over to mental ray while I am here
02:34and in the common tab I am going to set this render to be probably one case square is good.
02:39I will end up cropping out a little bit, but I will have a little bit of space
02:43around for flexibility in my texture sheet.
02:45I'll jump over to the Quality tab and this is the place to actually spend some
02:48time on the antialiasing.
02:50Under Sampling mode I will choose Custom, make the Minimum sample 0 and the Max 2
02:55and come back to the Minimum and do 1.
02:57Now I have got some good strong antialiasing going and if you would like you can
03:01change the filter over from box.
03:03I am going to leave it as box because it's a good fast testing algorithm to start with.
03:07I will turn on Indirect Lighting. We can use GI if you would like, but final
03:11gather is the bigger deal.
03:12This affects how the light bounces in the scene, and I will kick up secondary
03:16diffuse bounces to two, so I get little more lift in lighting.
03:20We are going to light this in generalized lighting, not specific to a place, but
03:24if the normal places we expect to be in shadow, shadowed and some general
03:29top-down lighting provided by a physical sky in an arial light to give us
03:34roughly diffused illumination we will call it.
03:37Back here in my comment tab I will make sure my renderable camera is wall1 and
03:41close the Render settings.
03:42I will select the camera and pressing Ctrl+A to go to the Attribute Editor,
03:47I'll scroll down to the film back section, which is arcane for most of those
03:51working in the digital workflow, but still has uses in how we fit the resgate in this case.
03:56I'll drop down under Fit Resolution gate and choose Vertical.
03:59Now I can see my whole resgate and I will hold Alt in the right mouse and
04:03dolly in, making sure I frame that wall panel as full as possible within that 1024 square.
04:09We can see here how I am little off, but I should get pretty good resolution.
04:13Now I will take this camera and lock it, now that I have got it set,
04:17right-clicking on Translate and Locking and doing the same with Rotation,
04:20Scale, Sheer and also in the Shape node on the lens, taking that Focal Length to 35 and locking it.
04:28With those in place and the camera ready, I can get my lighting in. This is
04:32where we can really use the power of mental ray in a render.
04:35Normally a render in mental ray can take minutes even hours, prohibitive for a
04:39game, but when we are rendering out for a texture, we can spend the time to
04:43render it once and then have that good-looking imagery.
04:45First in the Environment Shader, I'll click on the Texture node, go under
04:49Mental Ray Lenses, slide the nameless slider and choose mia_physical_sky. This
04:55provides the general physical sky that's the part of the daylight system without the direct shadows.
05:00In essence contributing my ambient light. I will scroll down here and make sure
05:04Y is up is checked. I am going to guess I need a little extra multiplier in
05:08this, but I won't know 'till I get exposure on.
05:10I'll pick my camera again, and in the Lens Shader put in under Mental Ray lenses, the
05:16Exposure photographic. This is the true film style exposure.
05:19I am going to run this fairly slow and wide open. Depth of field is not a
05:24concern in this rendering nor is really the correct lighting value for
05:27particular scene, as long as it looks right it's right.
05:30I will run this is in an ISO 200, a shutter of 124, and an F2. This is slow and open
05:37letting a lot of light into the lens.
05:39Now I will pull up my IPR, choosing Option>Test Resolution and maybe 50%.
05:46With IPR up and my sky in place, final gather on, and some antialiasing going, I can
05:51start to adjust the look. We can see immediately it's too dark.
05:54Here's my workflow.
05:56I'll pick the camera and up at the top are my nodes for physical sky and exposure.
06:00I will let IPR run in the meantime, while I play with things like the sky.
06:04Here is that multiplier I mentioned earlier. Kicking it up to six shows me
06:07that image very nicely. Adding a little bit of haze in, which goes between 0
06:11and 15, contributes little extra water in the air, bouncing the light around a little more.
06:16I'll put a haze in of one; this darkens the brights and brightens the darks
06:20just a little bit. It mutes out the high contrast, leaving everything in a soft reveal in shadow.
06:26I'll pull out the saturation so that giant blue contribution goes away and I have a gray render.
06:31This is already looking pretty nice as a texture, because if I take this and put
06:35it onto wall we believe that these details are casting that shading.
06:39I will select my elements and get some materials on.
06:42This is another place we can use materials that are not usually found in a game.
06:45I will select my timbers here and on to them I will put an mia_material_xpasses,
06:50right-clicking choosing Assign New Material. And under mental ray materials, I
06:56will scroll down and find mia_material_xpasses.
07:00Its important to use the X passes here because we need the render passes as part
07:04of this workflow. I am going to use a pearl finish, which gets me a soft blurry
07:08reflection. I will bring up the gloss a little and leave the reflection alone.
07:14I'll make these pieces may be a wood brown.
07:16I can come back later and put an actual wood texture on if you would like, but
07:20for now just a color will work.
07:22Now we will work on the wall behind, again assigning a new material making a
07:25mia_x passes and for this one it will be a matte finish. For those of you
07:30versed in game materials this may be a new world, its not usual that we delve
07:35into this level of material and certainly not this calculation time.
07:39Our standard shader is a phong or Blinn and in here this is a modified Blinn with
07:43the possibility of a near roughness.
07:46It's a photo real material that does a terrific job in this circumstance of
07:49looking like, well whatever we are after.
07:52This is a matte finish, but I will put a little bit of a sheen in with a little
07:57reflectivity and gloss, but then check highlights only.
07:59So it only shows up in the specular highlight.
08:01Now in the final test, I get something different. There is my half timbered wall
08:05emerging. Obviously I need to spend some time of the polygons, deforming them
08:09slightly with either the sculpting tool Mudbox or something else, really
08:14pushing those polys around. Its perfectly fine in this case to have millions of polys to render.
08:19I will add in one last light and I'm ready to bake.
08:22I will choose Create>Lights>Area Light. I'll take this light, scale it up nice
08:27and big, and pull it back over my model.
08:30I'll angle it down so it's the general top-down lighting we see in almost any
08:36daylight. This will go on the outside of the building in this case.
08:39Pull it up here, over and make sure it's roughly aligned.
08:42If you like you can use the Align tool actually to get a life centered over it.
08:46Now with my light in place, scaled up nice and big, I will scroll down to the
08:50Mental Ray section, use Light Shape, and if you would like to see a bright
08:55white make it visible.
08:56I am going to leave it alone for the moment.
08:59Here in my camera in a quick render I should see some gentle highlights on top of the model.
09:04If the highlights aren't showing up enough, you can turn on shadows on this light.
09:08With Ray Trace Shadows on I will get General down shadows I'd expect to see in
09:12most circumstances, regardless of where the lighting is coming from.
09:16I can also bring up the intensity of this light. Here is 10 for example and I
09:20really see the surface leap out.
09:22There is my half timber in. I'm ready to render this using render passes
09:26and bake out my textures, putting them together in Photoshop and then into a
09:31texture sheet.
Collapse this transcript
Utilizing render passes and ambient occlusion
00:00I have taken my wall panel and massaged around some of the geometry.
00:04I use the Sculpt tool here on the plaster that goes between the timbers.
00:08I have moved around some of the vertices using Soft Select and the Sculpt tool as well.
00:12I even smoothed out this mesh a little bit, applying up mesh smooth twice to
00:17bring up the tessellation for sculpting.
00:19This way when I bake out a normal map I have got some good value going on.
00:23For the baking then I'll go to my Render settings and into the Render passes.
00:27These provides scene passes or extra images we use for compositing in a film and visual effects workflow.
00:34Using the mia_material_x passes allows us a lot of flexibility in terms of what we're outputting.
00:39To start, I will create Render Passes, pulling up to Create Render Passes window
00:44and adding in Depth Remapped, Camera Depth, Object Normal and, just so we can
00:51take a look at it, Specular; we will see if that works or not.
00:54I will Create and Close, then I will associate these passes with the scene.
00:59And finally create a contribution map for the Master Render layer.
01:03I'll take these passes and associate them with it.
01:06Here is what each one does.
01:07The Depth pass records depth from the camera as a grayscale.
01:11Straight depth is infinite in the scene.
01:14Whatever is close as white whatever is absolute far as black and anything else is a gray.
01:19Depth Remap then allows us to remap those depth values between a near and far
01:24clipping plane on a camera, set in scene units.
01:27The normal cam will output a tangent space normal depending on how we are
01:32working and we get a dropdown here if we need.
01:35Camera Space will give us tangent space for use.
01:38Specular then, will put out a specular only pass that shows just where the
01:42highlight should be on this object.
01:44I will choose Display, heads-up display and Object Details.
01:48I will select my beams, which I have unified together and look at the distance from camera.
01:54This is in centimeters even though my units are in inches we need to look at this in centimeters.
01:59And so what I will say in this in my Depth Remapped pass is that, that distance
02:03needs to be around that value.
02:05Here in those passes then, double-clicking in Depth Remap takes me to its
02:09attributes and I will put the near clipping plane at 350.
02:12I will put the far out at 450, to make sure I catch all of it.
02:17What I've got here also is the minimum and maximum buffer value that's an RGB here expressed as a luma.
02:23This is going to give me a height map for parallax.
02:26So that in addition to normal I can tuck this in the Alpha and get normal and
02:30parallax so when I go by this wall it looks correct. Project setup in this workflow is very important.
02:36As you can see here I have set my project and it's going to go into the Master
02:40Render layers, Render Pass and then finally make those IFFs.
02:45I'll check Z depth as well, scroll up and name this file, which I will call wall1.
02:49I am going to render out IFFs.
02:52There are 16-bit files and they travel with an alpha and Z depth.
02:56I will give it one last test in IPR and see if this works.
02:59This looks pretty good; it's maybe a little gray so I might balance the lights
03:04out a little bit to get a little more value.
03:06But for the first test I think it will hold up nicely.
03:09We can see in here I am getting some shading in the dips and valleys in the
03:13plaster and the normal map will have good range and drama in it.
03:17I will make sure under Options I choose Test Resolution and Render Settings and I'll hit Render.
03:22My Render finished and I can check out how the Render passes looks straight from the Render view.
03:26I will choose File>Load Render Pass and see how they look.
03:30Some will show better than others.
03:32Depth Remap shows up as a mask and the reason is because we are only seeing the
03:36color; we can't necessarily see the depth in this particular browser.
03:40We can look at the normal. I load the Render Pass the normal cam and there is
03:45this terrific normal map rendered out.
03:48Here is the specular, and again this looks great; this would be a good specular
03:53map to lay in or put in the alpha to diffuse.
03:55I am going to render out one more piece and that's an Ambient Occlusion.
03:59I will use an override to make this work easily.
04:01I will press Ctrl+A to go my Channel box and down here in the bottom right on my Render layers
04:06I will right-click on the Master layer and choose Overrides>Create New Material Override>Surface Shader.
04:14Back here in the attributes, I'll name this surface shader AO general. As a
04:18typical workflow, I will have different AO materials named for what they're doing.
04:22For example, this will be used on most everything.
04:26If I have a surface like a glass or a glossy finish that will gather less
04:30occlusion, it will get less darkness in the corners.
04:32I may make a separate one and call it AO glass.
04:35In the out color then, in the texture, I will put in from the mental ray textures, mib_amb_occlusion.
04:43I will bring up my Render settings and one of the first things I'll do is name that output.
04:48In case I accidently hit Render again it won't overwrite my previous work.
04:52Now I will pull up my IPR and see how this looks.
04:55It's neat, but it's very black and here's why.
04:58I'm still running that photographic exposure and that's going to affect my occlusion.
05:03For running an occlusion like this we want it to be clear.
05:06I'll pull up the Render settings and in the Render settings under Features
05:10I have got switches for turning off and on things I am using.
05:13I am going to turn off Final Gather and turn off Lens Shaders.
05:17I don't care if the physical sky is still on or not or the light because occlusion is only affected by geometry.
05:24Now I can see my IPR updated nicely.
05:26I have got occlusion or darkness gathered in the corners.
05:29It's going to ground everything.
05:31I will lay this over and I can even use the occlusion as the foundation for dirt for rust if I need.
05:36This will help bring a gravity, really popping out the work.
05:39I think I am ready to render, because I like the way the occlusion looks.
05:43What I will do though is stop my IPR and in the Render settings under the Passes,
05:49turn off the Contribution pass.
05:51I don't need it for this particular one.
05:52I just need the beauty pass the Ambient Occlusion.
05:55I'll hit Render and this should go nice and quick.
05:57As a side note also in occlusion, you can up the samples if you like;
06:0116 may be a little low and get me some dots.
06:04I'll try 32 and I will leave the bright and dark values alone.
06:08With the bright and dark values of black and white I get white in clear spaces
06:13and good grounding corner darkness tucked in the places we would expect.
06:17I can always push those levels around in Photoshop if I need.
06:20My render is finished and although it looks all white out here I actually have
06:25an alpha channel clip nicely around.
06:26I will open up Photoshop and pull these layers together in one PSD.
06:31Here in Photoshop I am going to open up the images. I will go in to the Images
06:36folder in the project and into the Temp directory. Maya puts images there when
06:39rendering singles or stills.
06:41In that directory then, I have folders created for each of my Render passes.
06:45There is an automatic master beauty pass and then the ones I chose.
06:49I will pull open the master beauty and there's two images that I need.
06:52Wall 1 is the color, Wall AO is the AO.
06:56I'll pick both and hit Open.
06:57What I will do is take each of these and drag them over while holding Shift into one document.
07:04I'll tear off the AO, drag, hold Shift while I drag and that lays right on top,
07:09then I can close the AO pass.
07:12I'll pull open and insert the other pieces the same way.
07:15I've dragged in the normal spec and occlusion into my color layered PSD.
07:20Its still shows as an IFF because I haven't saved. And now I need to pull in the depth.
07:25When I go to open up the depth here in Photoshop though I may get an error.
07:29Photoshop doesn't like it because Photoshop doesn't read in Z depth.
07:32What we need to do is open this in F check, extract the Z depth as a luma in a
07:37TARGA or TIFF for example, and open it that way in Photoshop to be able to grab
07:41that depth for parallax and put it into the Alpha.
07:44Here is my Wall 1 depth remapped.
07:46When I double-click on it, noting its got the camera showing it opens
07:49automatically with FCheck.
07:51I'm going to see maybe, maybe not what I expected.
07:55What it shows me is that my remapped values were too light. I'm not getting the
07:59Z depth I expected to see.
08:01So that may require a re-render of this one.
08:03But I will check on the straight depth and see how it looks first.
08:06This is better, there in the Z buffer, not RGB or Alpha but Z, I can see the
08:11depth, the distance away from the camera of my timbers and plaster.
08:15I will choose View and Full Resolution. This way I'm not saving a scaled-down version.
08:22Now I will choose File and save image.
08:25I'll save it in that same folder, call it depth and save it out as a target for
08:30example, repurposing the Z buffer data to RGB.
08:34Now in Photoshop, I can open that depth image and pull it into my layers.
08:40There are all the pieces required to build up my textures.
08:43I have got my Depth, my Normal, my Spec Occlusion and Color.
08:47I'll start by layering the occlusion over the color. Switching the occlusion
08:51layers Blending mode to multiply really pops out the depth in those pieces.
08:56If you like, you can color tone the Occlusion, pressing Ctrl+U for
08:59Hue/Saturation, colorizing and moving the hue around without shifting Luma.
09:04I am going to introduce a rich brown in here so it's got some good depth along the sides.
09:09Now I will take both of these gray scales and tuck them in the Alpha's, one will
09:14be parallax and one will be spec.
09:16I will turn on layer 2, select all, copy, Ctrl+C and in the Alpha channels paste it in.
09:23We may see extra alphas going on here, depending on how it was encoded and what we saved out.
09:29I can just simply use them and name them as I need.
09:31This will be my parallax map and again I will select all, Copy and Paste in.
09:37Its fine to have multiple alphas as we can be weed these out later when we are
09:41saving out single flattened images.
09:42It's ready for cropping and placing on a text or sheet.
09:46I can take this and assemble it, render out the rest of the pieces with the same lighting,
09:50tune their occlusion the same way and stack them all in.
09:53I will also make a section of stone wall and finally the door and doorframe.
09:57That way I have got a whole medieval village worth of texture pieces ready to go.
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Digital sculpting for detail
00:00In a texture generation workflow where we are using high poly models and
00:04rendering them, we often want to use a digital sculpting application as part of
00:08our pipeline to further refine and enhance what we are doing.
00:11I'm going to use Mudbox on sculpting some of my stone blocks I will use for a wall.
00:16First, I will remove the override by right-clicking on the Master layer and
00:19choosing Overrides>Remove Material Override.
00:22I will zoom in on one of my stone blocks. I've roughly modeled these with
00:26extruded faces extra divisions along the sides for better moving and
00:31manipulation and beveling all around, roughly dressed or carved stone.
00:35I'll take this over to Mudbox by choosing File and Send to Mudbox sending as a new scene.
00:41I am going to model each stone uniquely, bring it back over and assemble a tiling wall.
00:47I have brought up my stone block in Mudbox or rather Maya has done it for me.
00:51We can see they are connected to Maya button and update in the bottom right of my screen.
00:55Now I will choose Display and Wireframe, so I can say how many polys I am
01:00dealing with in a grid on it.
01:01I will subdivide this model by pressing Shift+D a few times, watching that poly counts skyrocket.
01:0698,000 phases is a game level worth, but for Mudbox not a big deal, and we are
01:13going to bring this back to Maya and render it, so it's okay to have that many polys running around.
01:18I'll turn off that wireframe by pressing W again, now I am going to use my
01:22Sculpting tools and stamping or stenciling in some detail on the stone.
01:25I will begin first with just the basic sculpt, turning off the stamp image,
01:30making sure the strength is nice and low and pushing these contours around.
01:35I'll just take the stone face here and bulge it out a little bit.
01:38This led some depth and drama so its not just stamping a pattern into a completely flat face.
01:44I can also hold Ctrl and push it in, dishing in these sides.
01:48It's a rectangular block and I can make it tillable while still having uneven sides here.
01:53I want a natural field as if this has been chiseled by hand.
01:57So I am going to mess up these sides and corners a little bit, taking out these
02:01square corners, pushing them in and even smoothing them over.
02:05Now that this block is massaged a little bit, I can stamp out a pattern.
02:09Down in my stamps I have got the default stamps installed and I can bring in a custom one if I would like.
02:14I'll scroll over and see if I can find one that's good for stone.
02:18I'll start out with some black and white spots or maybe just a little bit of stone blocks in here.
02:23These stone blocks are a grayscale with really big values between light and dark.
02:28I'll bring up my brush size a bit and try stamping this on, just a little bit
02:33of detail gets in there, just enough to make that stone block look uneven on the face.
02:37I will chisel it, this will give it a rough appearance.
02:41I'm really just concerned about the face here, not necessarily the sides as
02:45there going to be next to other blocks, being that I am going to render it
02:48straight on in ortho camera, as long as I catch the parts I am going to see
02:52everything else can sort of sit there.
02:54There's my stone block and it's got a good, well, nubbly texture to it.
02:58I'll use a smooth brush without a stamp, taking down that strength and just
03:03flattening out a little bit of the detail here and there.
03:05So it's not so angry and pixilated.
03:08There is one stone block and I can make multiples if I need, but I will take
03:12this back to Maya and see how it looks in a render.
03:15Before I update with Maya, I need to clear the history of the existing block
03:18or else I'll get an error from Mudbox. I will go back and do that and then come back and update.
03:23In Maya with the block selected I will press Shift+Alt+D to delete the history.
03:27Now I can update this object and the ridiculously dense mesh will come across.
03:31In Mudbox I will press the Update button and we will see the change here in Maya.
03:36There's my block. When I select it, it's practically a solid green with all the geometry.
03:41That's okay; I'm just after this for a render.
03:44I will test it out in an ortho cam and see how it looks.
03:47Just going in to my front camera and zooming in on that block.
03:51I am going to make sure in my features that I turned back on my lens shader and
03:55I may need to place that physical sky into this front camera.
03:58I have turned on Final Gather and I'll go grab the physical sky from the
04:03other camera, choosing panels>Ortho>Wall 1, taking the camera and getting the name, mia_physicalsky1.
04:12If you know it you can also type it in.
04:14Now back in my front camera, in the Attributes, down in the Mental ray section,
04:19I can paste these in.
04:20There is the environment and I can even type the lens shader straight across.
04:25Now when this block is viewed nice and full in the resgate and a render is done,
04:29I will get a good, varied block surface for my texture.
04:32I will get a normal map out of it and occlusion when it's next to other objects.
04:36I can get a spec map out with a light overhead and it really looks like some
04:40rich dense stone that I can use in a texture sheet.
04:43This opens up a realm of possibilities.
04:46Rather than having to construct and unwrap a low poly and then bake a high on to it,
04:50we can simply free sculpt a high poly, knowing we are going to render it
04:56straight on unwrap on to it as a texture sheet frees us up from the tedium of
05:00transferring maps back and forth.
05:01And allows us the full flexibility with an application like Mudbox or Z brush
05:06in sculpting to our heart's content the detail we would like to see in our texture work.
05:10My render looks good, and I can finish up the rest of the blocks and assemble my stone wall.
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Baking occlusion for rust and dirt
00:00In a texture workflow aside from using Ambient Occlusion to add gravity to
00:05things and pick out all the little details, we can use occlusion as a foundation
00:09for dirt and rust on things.
00:10I am going to take my doors here, which I have cloned to make a pair and run
00:15an ambient occlusion bake as well as a color and then in Photoshop start to
00:19erode that away to make naturally occurring places of dust and maybe some
00:24rust and a few other things.
00:25What I have done then, aside from cloning the door and mirroring the Z frame over,
00:29is to put a ground plane underneath. This way it kicks up occlusion on to
00:33those doors, but in a front or ortho render it will flatten out entirely.
00:38I am going to make a new camera, choosing panels>Orthographic>New>Front and then
00:43I will focus in on those doors.
00:45I'll turn on my resgate and make sure in this new camera, which I'm going to name
00:49doors, that I change that film gate.
00:53Here under Fit resgate, I will make sure it's vertical and I'll zoom in and be
00:57ready to render these in a 1024 square image.
01:00I have left a little space between so they get some occlusion going on the edges here.
01:04I'll zoom in nice and tight and my plan is to render all of these pieces very
01:08high res and then assemble them into a text or sheet, shrinking if needed.
01:12First, I'll start out with the beauty image, clicking on my Render settings,
01:16making sure my lens shaders are on and under the Common tab naming this output file.
01:21I will call it Doors.
01:22I will make sure I am rendering from the correct camera, turn on Z depth.
01:27And while I am here I should probably reconfigure that depth if I need.
01:31Alternately, I can save it for later just use the standards Z depth instead
01:35of the depth remap. Under Passes then, I'm going to turn on my Contribution Map again.
01:40If you like, you can use Render layers, adding new layers for different objects
01:44and assigning them their own contribution maps.
01:46For now, I am going to let this go as it is.
01:49The last thing though is to make sure I have the same node connections in
01:53those cameras. Down here in mental ray then, I need to connect my sky at my lens shaders in.
01:58I can type it straight in, putting in mia_physicalsky 1
02:02and mia_photographicexposure 1 as well.
02:05Now that I have put those in I can see its connected, connecting the messaging
02:08in exposure to the cameras lens shader.
02:11I'll pull up my IPR and run a quick test. I need to get a light over these but I
02:16will see how it looks first. I can see that that light is causing a specular
02:20highlight on the right side, so I may want to change or hide the light that's
02:24working on the panels.
02:25And make sure I have got a unique light here on the doors.
02:28I have also got the reflection up pretty high.
02:30This is okay because it really gives it a glossy look.
02:33It's the equivalent of actually painting in a specular highlight in a diffuse map,
02:36lets say on a face, to reinforce the specular highlight we would see.
02:41I am getting a good reflection here of the sky, so I may want to mute down how reflective that paint is.
02:46All the doors share the same material.
02:49I'll take down this reflectivity, maybe .5 and pull down the gloss as well.
02:53What I also do is scroll down to the Interpolation section. This allows us in
02:58mental ray to blur a reflection. Normal reflections in a Maya software Blinn
03:03for example, are either there or not and have a strength, but are always crystal clear.
03:08If I interpolate a reflection and use the reflection samples to blur that image,
03:13I can get a soft blurry reflection if needed, making that get fuzzy and taking
03:18out that distinct line from the sky while still maintaining the idea that it's reflecting something.
03:23I'll pull these samples up to 6 and leave it at half res, which means that that
03:27reflection is calculated at 512 square.
03:30The color looks good, so I will run it and then run an occlusion image, put them
03:34together in Photoshop and start to paint in some dirt.
03:37I have rendered a beauty and occlusion image, hold them up in Photoshop and
03:41brought the occlusion layer in over the beauty.
03:44Now I am ready to use the ambient occlusion both as occlusion and as rust or dirt.
03:49I'll start out by making this a normal occlusion layer, dropping down in the
03:52Blending mode and choosing Multiply.
03:54It really pops out the detail, although maybe too much.
03:58We can always back off the opacity a little bit;
04:00it could be a little strong here.
04:02We also want to make sure we are not introducing a heavy black in to our scene.
04:06So pulling this back to maybe in the 40 to 50 range looks pretty nice.
04:10We can tune up how the paint looks, too, pressing Ctrl+U for Hue/Saturation for
04:15example, and bringing back that saturation in those red doors. We can also Hue Shift it,
04:20maybe putting a little more red in there and bring up the lightness a touch.
04:24Now for the dirt, I'll take my Occlusion layer, hold Alt and drag it to make a copy.
04:29Turn off the original and on this new one paint in white.
04:33I will press D for default colors,
04:35X to flop foreground and background, B for brush and paint in Linear Dodge,
04:42add zooms up to white really quick.
04:44So when I increase this brush size and then take the Opacity way down I'll add
04:48in little bits of white here and there, because this is going to multiply or
04:52color burn over, white becomes invisible.
04:55I'll start by taking out some of the white here on the middle of the door.
05:00I need to make sure also that my brush is not too hard.
05:03This is a good place for a soft brush, so I will make sure I choose a soft one to start.
05:08Now when I start to brush in that white, its going to remove some of that occlusion.
05:12What we are also seeing here is that my occlusion may be too big to start, that
05:17as I brush in that white its taking out more and more of the image, but I'm
05:21still getting that definition between the boards and the color. You turn off the
05:24color map if you like to see it clear and map this over a white background.
05:28Now I will come in and start to brush out areas that might be clearer and cleaner on the door.
05:34We can reduce brush size using the brackets and keep in places where it would naturally be streaky.
05:40Let's say that over year's water has a run down the Z frame and into the cracks between the boards.
05:45So this is fairly clear, but we want streaks running off there.
05:49I'll take out the occlusion that's over these boards that are at the bottom of
05:53the Z frame, pulling them out and just really brushing away all along there.
05:56I will leave in the bottom, because that's a great place for some dirt.
06:00And then leave the hard line in. I'll pull out the occlusion here across the
06:04frame, letting that linear dodge buildup that white.
06:07I will leave that darkness right there to say that it's rundown, but I will make it uneven.
06:12Again, pulling that white out of the cracks here.
06:15So it's uneven, letting that build up, thinking of the painting in white as the buildup of dirt.
06:21If it makes you more comfy to paint in black and then invert, go for it.
06:25As long as you are getting the right look that's fine.
06:27I'll bring up my Opacity a little bit to speed this up.
06:30And keep brushing out the white here.
06:32What I am thinking of in this is where would the dirt accumulate and where would
06:36the door be hopefully a little cleaner.
06:38We also want make it uneven side to side.
06:40So this gives us the possibility of having two doors from the same texture sheet
06:46fairly close to each other that look a little different, or a pair of doors in an opening
06:49that are obviously not the same door.
06:52We are building in, by doing two doors here, some texture flexibility,
06:56and having the dirt vary slightly helps that immensely.
06:59I've pulled out most of the dirt here, leaving it in some crucial places, but letting it be uneven.
07:05I will just light in the bottom a little bit, although over years the mud is
07:08probably kicked up on the door, leaving the toe kick down here fairly dirty.
07:12If you like you can also switch the colors, paint in a Multiply, make the
07:16Opacity nice and low and add some back in.
07:19I'll smudge these over, darkening in that bottom here, adding a little bit more
07:24back in the cracks to simulate just general dirt, maybe people's grubby hands
07:28over years of pushing on the doors or something similar.
07:31That looks pretty good.
07:32Now I'll take this layer and flatten it over that white I have got, so I have an
07:38all-white layer here. I can crop to the doors later.
07:40I'll turn on my doors and make this layer instead of a Multiply which is going
07:44to darken and add black a Color Burn.
07:47As a color burn it really pops out as dirt, although it's a little strong at a 100%.
07:51I will pull back the Opacity and get places in here that are dirtier, redder,
07:57streakier with stuff in there and places where people have rubbed it over
08:01the years and so forth.
08:02Then when I turn on the Occlusion, I have got grounding darkness as well
08:06complementing the dirt, because dirt, occlusion, rust and well anything else
08:11that accumulates in corners tends to stick in the same place.
08:14Now its nice and dark under the doors, on the frame, in the cracks here where
08:19things have rundown over the years.
08:21Underneath that Z frame where there's an accumulation, may be some moss if it's
08:25a wet climate and places on the doors where I have got some smudges where
08:29people have touched it.
08:30It's ready to use as a texture and when combined with that normal its going
08:34to look fantastic.
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Tiling and masking
00:00Part of any texturing workflow is thinking about how that texture tiles or repeats.
00:04And dealing with joinery conditions where textures need to meet.
00:09I've modeled some stone block, taking it to Mudbox, and then arranging them in a tiling pattern.
00:14This stone wall is composed of rectangles, large squares, and small squares.
00:19And most of the horizontal joints are continuous with some breaks here and there.
00:23Sometimes the blocks are turned and occasionally they overlap.
00:26I've left the two large squares here; one on either side, plus, this rectangle
00:30and its adjoining space to be able to set up a tiling pattern.
00:34I'll take this rectangle and finish out the tiling;
00:37pressing Ctrl+D to duplicate, selecting the stone square it's next to, and under Modify, choosing my Align tool.
00:44I'll zoom in and align them front to back.
00:47Now my stones are in.
00:48These are all multiple of 12 in their modules, and so they all line up pretty nicely,
00:52with the spaces between being where either the mortar would set or in a
00:56dry stack wall, just space or extra stone in there.
01:00This will give me a nice look and good relief in a normal map and I'll set up the tiling.
01:05But first what I need to do is to turn on the mental ray Production Shader library
01:09in order to use a matte shadow plane to block where this stone needs to tile.
01:14We need to put this line of code in the MEL line down at the bottom of the screen, and then restart Maya.
01:19I'll select it, copy it, and paste it in.
01:23What this says to do is to turn on, in the optional environmental variables,
01:27the mental ray Production Library Shaders to expose them, make them visible in Maya
01:32with one being true.
01:34I'll paste that in, hit Enter, and apparently nothing happens.
01:38I'll save my file and restart Maya, and then I should see a new class of
01:42materials available that I am going to use.
01:44So I am going to call this 'end' in my save.
01:47What I'll do to set up this blocking plane is in a front view make a plane over
01:52the area I want to keep as part of my tiling texture.
01:55I'll create a PolyPlane, starting outside that first stone block, and dragging
02:00up to line up with the left side and the top.
02:03We can see how slow it's moving because I'm topping millions of polys here in my polycount.
02:08Obviously, this would swamp a game engine, but for rendering, not a problem.
02:12I will pull this up and define the area where this needs to tile.
02:16It looks pretty good, and I can always adjust it if needed, playing with the
02:20width of the height and putting it in exactly.
02:22That will work, giving me a little space in the bottom of the sides for joining.
02:26Now I will isolate this so we can see it better and move a little faster.
02:30What I'll do is press F10 for edge, double-click on the border edge, hold Shift
02:34and right-click, and Extrude, and change my extrusion to the world axis.
02:38I'll scale out on the Z axis while holding Ctrl, which extrudes the X and Y proportionally.
02:44That gave me a ring of faces outside.
02:46I'll press F11 and delete the center face, and now I've got a blocking plane.
02:51When I exit the isolation here and move this blocking plane in front of that stone,
02:56I've got a clean tiling texture.
02:59Now we get the camera in.
03:01What we can see here, even just in a front view, is that this is cleanly blocked
03:05all the way around, and those stones are clipped evenly all the way.
03:09That's how I know it will tile side to side, and top to bottom.
03:12I'll make myself yet another orthographic front camera and focus in on that plane.
03:18I'll call this camera Stone.
03:20And again, in the Shape node, under the Film Back, I will set the res-gate to Vertical.
03:25I'll turn on my res-gate which is set to 1024 square, and zoom out until I frame in my stone.
03:31I'll pull in a little bit from the edges, making sure I've got all the stone showing.
03:35Now for the material on this plane.
03:37I'll select it, right-click, and choose Assign New Material.
03:41Under mental ray Materials, we scroll down to the bottom and enlarge the samples
03:45so we can see them better.
03:46We should have a class of MIP materials, that's our mental ray Production Library,
03:50which are shaders we use for compositing, such as a Matte Shadow or Camera Map.
03:55The Matte Shadow is the one we're going to use.
03:58I'll select it and what we see here is that the plane turns red.
04:01The idea on the Matte Shadow is that it is a blocking object.
04:05It will catch shadows as we need and reflect, but won't actually render in the scene itself.
04:10What we do is we put digital characters for example on a matte shadow plane,
04:15and then let the matte shadow catch their shadow to composite on to a real sidewalk scene.
04:19What this will do for me is be clear in the alpha, once I've got the background in,
04:25 and set to the physical sky.
04:27It will give me a clean tiling stone section.
04:29Now I will go into my Hypershade;
04:32choosing Window>Rendering Editors>Hypershade.
04:35In the Hypershade, I'll take my Matte Shadow with my mouse-wheel and
04:38click and drag to pull it down in the work area.
04:41Over in the Utilities I've got my physical sky, and I'll take that physical sky
04:45with the mouse-wheel and drag it onto the MIP Matte Shadow.
04:49I'll connect it to the background.
04:50Typically, we use a Camera Map Shader in here, putting into the background plate
04:55or Camera Map, or shot footage we'd like to composite into.
04:59In this case though, because we're lighting with the physical sky, which shows up
05:02in the background but is clear in the alpha putting this into the background
05:06shader in the Matte Shadow ensures that we'll see clear alpha around that stone.
05:11I'll select my camera called Stone.
05:13And again, I'll make sure in the Shape node under mental ray that I've got my shaders in place.
05:18It's important when making new cameras to use the same shaders.
05:21This way, the rendering, the sky contribution and the photographic exposure
05:25we're using match from texture to texture, so that the door, the wood, the wall,
05:31and the stone all look like they came from the same world.
05:34I'll get a material on my stone, picking all the stones and assigning a new MIA.
05:39For variety if you wanted, you could use multiple materials, each with a
05:43different texture, painted in Mudbox for example or textured in Photoshop to add
05:47even more drama to the stone.
05:49I'd like this to be a little more uniform, maybe it all came from the same quarry of fairly even stone.
05:54I'll assign a new material, and choose an MIA Material x_passes again.
06:00Here's my MIA, and this is a great place to use a pearl finish.
06:04It spreads out that reflection.
06:05I'll crank up the Roughness so the stone spreads the light, bring up the
06:09Glossiness to maybe 0.3, and check Highlights Only.
06:13Then I'll scroll down to the Interpolation.
06:15When you're using a pearl reflection, be careful of this.
06:18That Interpolation is double, meaning it will calculate the reflection at twice the rendering resolution.
06:23This is going to get me a 2K reflection on a 1K stone right now.
06:27I'll make sure I stop this down to half, and try out a render.
06:31I can also put an area light overhead, and see how it looks to cast extra
06:35light on the stone and shadow or shade in the naturally occurring areas, the
06:39cracks between the stone.
06:40Here in my perspective, I'll take my existing area light over the doors,
06:44duplicate it, slide it over, center it on the Matte Shadow Plane and then hide the other one.
06:51This way, it's not adding a contribution for the left side into the stone,
06:54pressing Ctrl+H hides the object.
06:56I'll also take my doors in here and hide them.
06:59Now back in my stone camera, I'll make sure that my render setup is ready, calling this file Stone.
07:05My passes are all set.
07:06It's going to give me a Normal, Diffuse, Depth, and Spec, and render out that stone.
07:13My stone started to render, and it looks like I forgot a couple of things.
07:17I'll hit Esc to get out of the rendering.
07:20First, I'll select my Matte Shadow Plane, and in the Shape node under Render
07:23Stats, turn off Cast Shadows.
07:25That way it doesn't cast darkness around the stone.
07:27Then I'll also go back to the Features Tab in the Render Settings and make sure
07:31that my final gathering and lens shaders are on, so I get the right look.
07:35I'll also switch under Faces from Both to Front.
07:38This way it uses the front facing normals and doesn't render the inside of my stone as well.
07:43For this, I am going to take my Anti-aliasing down;
07:46a 0 to 1 will go a little bit faster, not spending as much time on it and
07:50letting some of the natural aliasing artifacts occurring, look like chips in the stone.
07:55My render finished and took about a minute and a-half or so.
07:59I've got some really great detail going on.
08:01Those extra polys in the stone, all million plus of them have really made this pop out.
08:07I've left the stone without a backing plane, so I can actually see right through here.
08:11What this will let me do is unify this texture, and plan for tileability by
08:16putting in a color in Photoshop if I wanted to say there is mortar.
08:19It also leaves me a clear alpha in here for things like maybe lichen or moss on the stone.
08:24I'll look at the render passes as well and see how this went.
08:27The Normal looks terrific.
08:28That's really going to make that detail pop out.
08:31The Depth Map will give me terrific looks on the parallax as well.
08:35And if I run an Occlusion, it's going to get that gravity, that depth between all the stone.
08:40More importantly, let's look at the Alpha Channel.
08:42Here in the Alpha, what we can see is that, that Matte Shadow plane has cleanly
08:47clipped the stones that cross over that border, meaning that this stone on the
08:51right here and the stone on the left will match up perfectly.
08:55Same with this one down here.
08:56We've got a whole stone, a half stone, and a whole stone, and that corresponds
09:01to the half stone in the other side.
09:03We're ready to add diffuse color and use these elements to make up our texture
09:06sheet of stone, wood and stucco panels, and doors and associated wood parts,
09:12giving us all the parts we need for a medieval village, exquisitely textured and ready to model.
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Masking ambient occlusion
00:00When rendering geometry, including an ambient occlusion layer as well as the beauty pass,
00:04really makes it pop-out as part of the texture.
00:07There's a couple of things we need to do though on a high-res stone like this
00:11that's set up to be tileable with a matte shadow plane.
00:14I am going to use my render layers to make a new layer instead of assigning an override.
00:19This way, I can separate the objects cleanly with my matte shadow plane and my occlusion shader.
00:26First, I'll select all of these objects, and on the render layers here in
00:30the Channel Box, I'll click on the Create New layer and Assign Selected Objects button.
00:35I'll rename this layer to AO, and make sure that its green check is on and the Master layer is off.
00:44Now I'll assign my Ambient Occlusion Shader to just the stone;
00:47right-clicking, choosing Assign Existing Material, AO_General.
00:51Render layers allow you to assign different materials by layer while not overwriting the originals.
00:56I'll leave the Matte Shadow plane as a matte shadow, and we can see my black
01:01surface shader with the occlusion on the stone here.
01:04I'll go in my Render Settings, name this file stoneAO, go into the Features, and
01:10turn off Final Gather, and lens shaders.
01:13This is going to go in the Render layer AO, which as we can see here in the
01:18Common Tab is going to go in Images>AO>stoneAO, and it's going to have its
01:22render passes if we put them in.
01:25For now though, under Passes, I don't have an associated contribution map, and
01:29so it's not going to give me those extra parts.
01:35Before I render it, there's one other thing to take care of.
01:39If we look in our Perspective View, this blocking plane is pretty close to the stone.
01:46It means it's actually going to cast occlusion on to it.
01:48So I am going to move this blocking plane forward just a little bit, and then
01:53go in and change that occlusion shader slightly.
01:57Here in my camera, it still looks the same.
01:59I'll pick this stone, any stone, and get to that material, and in the
02:03AO_General, I'll look in the out color, and play with the Max Distance.
02:07At 0 which is a special case in mental ray, meaning everybody participate,
02:12everything casts occlusion on everything no matter how far apart, which means that,
02:16that plane would cast occlusion on the stone.
02:19I'll make the Max Distance 15.
02:21This way, I get local darkness around the stone without the plane participating.
02:26I'll test in IPR, just doing a small section.
02:29I'll make sure it's over on the edge, so I can see where the plane is if it casts on the stone.
02:35And this looks good already.
02:36I've got good grounding darkness between the stone, and clear white right there
02:41on the outside instead of dark gray from occlusion casting onto it.
02:45I am ready to render.
02:47I've named the file and I'll hit Render and get my stoneAO to lay over
02:52that stone beauty pass. This looks great.
02:56I've got dark occlusion between the stone spreading slightly onto the stone
03:00surfaces but not too much onto the faces.
03:02If any of the stones were to stick out a little more to add extra relief,
03:06I'd get a declusion on the adjacent stone.
03:08I've got a clear masking though, which is fantastic right here around the outside edge.
03:13And if I look at the Alpha, the stone is clipped cleanly.
03:16This is a great occlusion to lay over that beauty pass to make that stone really pop out.
03:21I could also run the occlusion with a higher spread to get more occlusion on the
03:25side of the stone, and use it as a basis for moss, maybe it's somewhere wet.
03:30There are lots of possibilities, but getting a clean pull on the alpha on the outside is important.
03:36I'll paint in then any darkness in the crevices that show, put it over the
03:40beauty, and my stone texture will be ready.
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6. Incandescence and Cutouts
Working with values and colors for incandescence
00:00In crafting textures for games in some genres we want incandescence maps and cutouts.
00:05Incandescence describes how a material looks like it's emitting light.
00:10It doesn't have to emit light necessarily unless we want to make that choice as
00:14part of light baking, but that's a different topic.
00:17What we would like though, is the ability for things to look like they are
00:20emitting light or glowing softly.
00:22For example, in my space textures, I might want in my wall texture a series of
00:26glowing strips on the wall or maybe in the door frame here, lights that gently
00:30illuminate each passageway.
00:32I will build these in Photoshop and bring them into a different channel here and see how they look.
00:37Here in Photoshop I'll go into my space_parts_color layer set and zoom in on
00:42this side of that door frame.
00:43I am going to make some new parts in here.
00:46First, I'll put in the color for that particular we will call it a light bar,
00:50maybe some strips that go along here that softly glow in the scene.
00:54I am going to use a rounded rectangle.
00:56I'll fill this in not quite white, maybe a soft blue that I have already got
01:02going on in my scene and turn off the Stroke.
01:04I have got my Radius set and I'll pull it down just a little bit, maybe four
01:08pixels and click and drag in on a new layer, my rounded rectangle that'll be my light.
01:14It fills in and I will hit Enter to accept it.
01:16I will get this positioned, maybe this will run right up here, all the way up.
01:21So I will get it centered and then use my offset to clone it, choosing
01:25Filter>Other>Offset.
01:27Yes I would like to rasterize this because I don't need the rounded shape anymore.
01:31I'll offset this by -20 and see how it looks.
01:35I think that'll work.
01:36So I will clone this layer holding Alt to drag and clone and now pressing
01:40Ctrl+F Alt+Cloning and Ctrl+F again, making sure that each time I clone cleanly by holding Alt.
01:47If you miss one you can always go back and clone it and filter again.
01:52Once I have got a few of them I will press Ctrl+E to merge down, Alt+Clone this
01:57whole layer and offset four times 1, 2, 3, 4. 5 gives me a space and I will Undo and bring it back.
02:05Now I will take this and merge it down again and clone it to the other side,
02:09Alt+Cloning that layer, holding Shift while I drag and pulling it over.
02:14That way both top and bottom on this frame will have softly glowing lights.
02:18I will flattened down these layers by pressing Ctrl+E and rename this over to lit bars.
02:24What I need to do then is describe in an alpha channel where these look like they're emitting light.
02:29I will hold Ctrl and select on that layer to highlight it with a marquee.
02:35Over in the Alpha channel then, on my Spec map I'm going to put in white in those colors.
02:41Here's my alpha channel for my spec.
02:43I'll fill this with my paint bucket in white.
02:45And make sure it fills cleanly over anything else.
02:49What I may want to do in this case, as it didn't quite go over the scratches here,
02:52is delete from the alpha to fill in black and then fill cleanly in white,
02:57turning off contiguous in the paint bucket.
02:58And all those pieces are filled.
03:01This way I can use one map in multiple places, making it look like it's
03:05scratched and dirty as well as emitting light.
03:07I will bring this in Maya and just do a manual link to see how it looks.
03:11I am going to save up my PSD and update it, putting the alpha into the incandescence.
03:16What I can see so far is that my light is coming in the right place I have got
03:20at the top and bottom of the frame these lit lines though add a nice soft glow
03:24and counterpoint of light emits the darkness and gloom in my space station.
03:28Now I need to get their incandescence in right.
03:30What I will do is go in to my Hypershade, choosing
03:33Window>Rendering Editors>Hypershade.
03:35Keep in mind that these are in the alpha and Unity, will get put into an incandescence slot.
03:41What I'm doing here is a test in Maya to see how it looks. You don't have to do
03:46this step, but it's handy to be able to see if there are really working.
03:49I will right-click on space_parts the Blinn and choose graph network.
03:52I will make this a little bit bigger so I can see what's going on.
03:56Pulling the work area open and pressing F to frame selected, each of these
04:00arrows describes a connection and there's the specular color.
04:03What I will do then is either grab this PSD or over here in the textures grab
04:08and pull it in again, each of these is actually using a layer set so what I need
04:13to do is bring the same file in just to make sure I am using the right piece.
04:17I will click on 2D textures and PSD.
04:21In this PSD file then I'll go find my same PSD I have been using.
04:25From here I'll pull it over right onto that space_parts and choose Other.
04:31What I want to do is use out Alpha for incandescence.
04:34I will scroll down you're here in the Inputs until I find it, there is Incandescence.
04:39I'll open it up and select R, G and B. This way one alpha value is describing each;
04:44alternately I could map the color to it, although in unity this may take some custom work.
04:49I will close that because now these are connected and the arrow, if I mouse over, shows what I've done.
04:54When I switch over to my high-quality display I should see those looking softly lit.
04:59They are little mellow not terribly bright at the moment, but its working.
05:03In Unity then, these will look like they're emitting light.
05:06It's a choice we have been to make them participate in light baking or not.
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Drawing cutout maps
00:00Sometimes in textures we need textures you can partially see-through,
00:04not necessarily a transparency like glass, but something that's perforated,
00:09chain-link fence or perforated metal mesh for example.
00:12I have made a light fixture off to the side here or at least most of one.
00:16I am going to assume that this light fixture has a wire cage around it and solid
00:20ends that share the same kind of rusty texture as the walls.
00:24Inside then I will put an incandescent cylinder drawing from a section of
00:27cylinder that's mapped onto my existing lights inside this.
00:31I can make these lights burnt out or maybe flicker depending on how I want to treat it.
00:36But I need to get my cut out going first.
00:38I am going to make a piece of a cut out in an open space in my texture map and
00:42then come map it on here using the new material on this particular object,
00:47but reusing that texture.
00:48Here in Photoshop, first I'll draw the diffuse wire mesh.
00:51I'll zoom in on this area in my texture sheet above my gasket where I have a little space.
00:56I will go into the color layer set and make a new layer.
00:59And now I am going to use a different kind of brush.
01:02In this case actually not a brush but a pencil.
01:05I will put my Pencil tool at a size of maybe three or four.
01:09The difference here is by using a pencil I can click and drag and get a nice
01:12hard edge for my wire cage.
01:14I will start out with one line, maybe going a little bit longer in here, then I
01:19will press V and hold Alt and drag this line down, merge down that layer with
01:23Ctrl+E and merge down both again.
01:25I will repeat this. I don't mind if there are pixels off here and there,
01:29it adds a neat character to this rusty and dinged up space.
01:33That looks pretty good, maybe one more line down here. Now I am going to put
01:38in some going the other way.
01:39It's a gridded mesh over the light fixture.
01:41I will click and drag and add in lines, holding Shift to keep them constrained to vertical.
01:46I'm not being overly picky about these lining up on the polygon lines.
01:50I am simply going to take those polys and unwrap them and let them span right across here.
01:54If you wanted to be picky, you could actually line up the polygon lines right
01:58here on the vertical lines and everything would work.
02:01I will merge down these layers, name this wire mesh and hold Ctrl to select it.
02:06Now I will jump over to my alpha channel.
02:09I am going to use the same channel for spec in a different way in a cutout material.
02:15In this alpha I'll fill that mesh in with white, that'll be a cutout map.
02:19What that does is declare that mesh either there or not.
02:23I'll save this and bring it back into Maya to see how it looks.
02:27Back here in Maya I have updated my PSD on all my elements.
02:31I am ready to get a new material on this light fixture cage.
02:35I am going to use the same material for the ends here and that brings up an important point.
02:39Assign your materials here in Maya, where if you need something assigned by face
02:43or signed to objects prior to combining, it's far easier here than in Unity.
02:48In Unity we can select down to the object level.
02:51So for example this'll have my rusty wall material on the end and my new wire mesh material on the wire cage.
02:58Both materials will share one texture sheet using it in different ways.
03:02I'll pick this cage and assign a new material;
03:05I will put a Blinn material on, which I'll call wire mesh.
03:09In this wire mesh I am going to manually link in the two parts I need.
03:13First, I'll click on the color texture and put in either a file or a PSD.
03:17I have a choice here and how I do this.
03:19And it's really because I just need the diffuse color.
03:22I'll use a PSD and I will go browse to that same PSD I am already using.
03:29There is the color and now back in the main material it's using the transparency in the Alpha nicely.
03:35What it says here is its using a composite layer set and the default alpha.
03:39I am going to go into the Color and make it the layer set of color, so it shows up correctly.
03:48Otherwise it composites them together and uses whichever one is on top.
03:52Using the default alpha is fine as long as I get the right place on here.
03:56I'll go into my Texture editor and unwrap these pieces. I will do a quick
04:00automatic unwrap. Its handy because it will keep things the right proportion.
04:04I will pick all of my UVs and scale them down, drag them over onto that wire
04:09mesh and zoom in so I can see what I'm doing.
04:13Now with my Move Shell tool I can pull these around. I am going to make sure
04:18that it really just fits over that the wire mesh is on the objects reasonably,
04:22but occasionally spans or misses.
04:24If you would like you can use the minimum and maximum U and V tools to align.
04:28I will right-click and pick UV, hit W for move and pick the top ones and align
04:33them to the top. As long as you aligned top to top on both sides or bottom to
04:37bottom you won't see a mismatch in there.
04:39Now I have got my wire mesh all the way around my light cage.
04:43In high-quality I should be able to see through.
04:45If I can't its not a big deal, because Unity will accept it just fine for a cutout.
04:49It looks like its working, it's still responding to the light in here that I've got in the scene.
04:53When I turn off high-quality at least I can see through and here is how we can fix it if we like to see it.
05:00It's going to work well because I have defined it in Unity.
05:03In this case what I am going to do is just break the transparency and put in
05:07something new in my Hypershade and this is just for testing.
05:10I will pull up that material and graph it, right-clicking and choosing Graph Network.
05:14Right now this PSD is simply linked across to the color.
05:18I'll make sure I drag it over again to make a new connection and choose other
05:22and I will choose out Alpha and map it into transparency.
05:26I'll put this into the R, G and B values.
05:32It looks like it's working except for one thing.
05:34Around that wire mesh is gray, so I need to make sure my alpha reflects it correctly.
05:39I will go back to Photoshop and do the quick fix and update this PSD.
05:44Here on the color it looks fine, it's gray around it.
05:47But in that alpha channel the alpha started out with the default gray.
05:51What I need to do then is just make sure it's matted over black.
05:55I'll use my marquee and matt in that area, just filling it quickly in black here
06:00and expanding that out until the whole rectangle is well black.
06:04Then on that layer I will make sure I select that wire mesh one more time,
06:08holding Ctrl to select it, and in the Alpha channel, flop foreground and
06:12background and fill that selection in white.
06:15I'll resave this PSD and update it and I should see that behaving properly.
06:20I will reload the PSD making sure it reloads the Alpha and I should see that wire mesh.
06:26I also had to choose Alpha one and now it's coming across properly.
06:29It looks like I need to move the mapping on one polygon around or maybe it's
06:33the way its shining.
06:34It does need that specular map to clip it down, but that is a cutout and Unity
06:38will regard it the same way.
06:40It's going to be a wire mesh up at the ceiling looking like a cage around that light,
06:43then I can put a light bulb and using Incandescence and actually put a
06:48light in Unity to light up this hole.
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Working with alpha cutoff and clamping
00:00Once we have got our pieces modeled, textured, combined, cleaned up and exported,
00:05its time to get our texture maps in the right place in Unity.
00:07What I have done is to export each of the major elements out as its own FPX to
00:12bring in and create prefabs I can create a level out of.
00:16I have got a straight hall or S Hall, a T intersection, a light fixture with
00:21the bulbs and the doors separate; assuming at some point later on the doors for
00:25example we would want to put a trigger on them or an animation to make the slide open.
00:30I've also organized the materials. If we look in the Materials folder we have
00:34got now three materials going; space_ standard for everything that's not self
00:38illuminated or cut out; space_self_ illum for those things like the lights that
00:43are self illuminated in parts;
00:45and finally cut out, for anything in here that's a mesh using an alpha to
00:48define a cutout map.
00:50I'll start in on the materials, first working with space standard.
00:53Right now it's a diffuse shader and I need to change this over.
00:56I will make it a bump specular, because I don't have a height map in the normal
01:01alpha yet for parallax.
01:02In the assets I have imported my two maps out of Photoshop, my flat and space
01:06color and I've set it to 2048 compressed and made sure it's marked as a texture.
01:12Its five megs, but I'm going to load it once.
01:14This has in the Alpha, both the pieces for a cutout map in the wire mesh as well
01:19as in the Alpha, the Incandescence.
01:21The normal map I have already tagged as a normal map, again setting its max size to 2048.
01:26When we are working in a texture sheet we can afford a little more size in the
01:30texture because we are loading fewer of them.
01:32Now look at my materials.
01:34In the space standard then I'll click on Select and add in my main color.
01:39In the normal map, I'll go add in my normal.
01:43Now in the preview I can see this looks pretty good, I have good detail going
01:47and my map is working nicely.
01:48I'm going to bring up this shininess just a bit, making it nice and shiny in there.
01:53Eyedroppering right off that sphere some of that specular color, then clicking
01:57on that color choosing HSV sliders and bringing up that value.
02:01This way the shine matches in everything in the scene. I will see how it looks
02:05when it's on objects as I can always adjust it later.
02:08For the space_self_illum I will dropdown in the shader and change it to Self Illum>Bump Specular.
02:14For this material we can choose to have it admit which is what this last
02:18category is for if we are light mapping.
02:20First I will get at the colors in, again clicking on select for color and
02:24picking my same texture.
02:26In the Alpha then I'm going to borrow that same Alpha, clicking on Select and
02:30taking the Incandescence across from that mask. There is a cutout threshold in
02:35here in the alpha if we need. Only things that are white are self illuminating.
02:39Finally in the normal I will go grab my existing normal map.
02:43If it's not working correctly we can play with where this sits in terms of self
02:48illumination. Alternately you for not using a parallax map we can have a
02:51separate Alpha in here for the self illumination, which I might try.
02:55Finally for the cut out I will change it over from diffuse and look at
02:59Transparent>Cutout>Bump Specular.
03:03For this map we have a cutout threshold. Transparency and gloss are defined
03:07in the Alpha channel.
03:08So again I'm going to pick my same map.
03:10In the normal map then I will pick my normal and right now we can see the cutout
03:15is the sort of working, its definitely cutting out things but perhaps the wrong
03:19one if we look down in our preview.
03:21What I will do is raise up the Alpha cutout slider.
03:25As I pull it up or down we could see parts of the map come and go.
03:28I will pull this all the way up and what it looks like I need to do though
03:32is invert that alpha.
03:34We can see in different places it's cutting out nicely and with luck we can even go find that grading.
03:39However, it looks like it's a little backwards.
03:41I pull this up higher we lose the material entirely, the only white parts, or
03:46the grading and that self illumination.
03:49I'll put this on some elements and see how it looks first.
03:52Then I look at how to get this in the right place in the alpha channel.
03:56Here in the Assets I will go through and tag my pieces with a scale factor of 1
04:00and enable mesh colliders for now.
04:02I've done this in all of the intersections and I will check the light fixture,
04:05which was the last one I imported.
04:07These are exported as FBXs not automatically re-measuring, so I exported them
04:12out as meters so they come in and can have a scale of 1.
04:16I will apply this and start to pull this into the scene.
04:19I'll check my doors and make sure their scale works.
04:22These might get box colliders later, so I am not going to put them on the moment.
04:26Now take my hall and drag it into the hierarchy and then press F to focus and
04:31there's that hallway with its map applied.
04:33It looks pretty good it's nice and shiny as I can see as I go by here or
04:37orbit around in the view.
04:38These lights aren't really emitting light yet and it may take a separate piece
04:41of geometry or separate material in here.
04:43I'll see what I can do for those particular polys.
04:46And these are the kind of things we need to think through and sort out when we are optimizing this.
04:51I will bring a T intersection in and snap it on, holding V for snap, putting it
04:56in the right place and then snapping them together.
04:59Looks pretty good, I should be able to clone this all the way down.
05:02And make -- well a series of hallways anyway in my game.
05:05Now for the light fixture; I'll grab it, throw it over in the hierarchy and
05:10focus in on it in the scene view.
05:12This looks like it's working nicely, it turns out that the Alpha was bright
05:16enough once a raised up that cut out to get that mesh to show.
05:19If you remember hearing the Materials, when we look at that space cut out there's an alpha cutoff.
05:24With that all the way low we see that light fixture obscure in gray. Because in
05:28the Alpha the only two things that were absolute white were the wire mesh and
05:33the incandescence sections on the lit doorframes, bring that Alpha cutout all
05:38the way up, lets me fade out almost all of the material. Because it's one unique
05:43material assigned only to this wire cage, it works.
05:46My light bulbs look like they are on, albeit somewhat dimly and I am ready
05:50to place my objects.
05:51I will put this light fixture in place and test it.
05:54With the light fixture selected, I'll snap it up and go into a top view to see
05:58if I can get it on the ceiling I will put one maybe in the middle of this T intersection.
06:03Let's assume that this is fairly dimly lit.
06:05In a front view then I will focus in and pull it up. Alternately I can snap it
06:11into place, holding V, and snapping onto one of the corners, then up to the top
06:16of the roof and finally pull it back over.
06:19This will let me randomize their placement just a little bit, making sure that
06:23its not the same light fixture in the same place all the way across.
06:26I will get some lights in and then see how this looks after I clone it.
06:30I will duplicate here to maintain the prefab connection, although I'm assuming
06:33at some point later I would actually put a light in as part of that.
06:37Now get a light in and a controller.
06:39Under Game Object, I'll create a point light.
06:42I could use a spotter and area but a point for a test will work nicely.
06:46There is my point light and I'll pull it in and put it roughly under that fixture.
06:50I am going to take the range on this light down a little bit, so it's a little bit dimmer in my hall.
06:55Then I will bring up the Intensity just a touch, so it's more localized.
06:59Finally maybe in a top view or something close, I will clone this light pressing
07:03Ctrl+D and pulling it over into the next bay.
07:07Now under Assets, I will go in the Standard Assets and pull my Character Controller in.
07:11Here's my first-person controller.
07:13As we've seen before, the spac is suitably claustrophobic.
07:17I'll pull that controller up, make sure it sits in the hallway to start and play my game.
07:22Before I do that though, I may want to give myself for testing just a little extra place to run around.
07:28I will do this a lot of times, taking what is maybe just a few elements and
07:32cloning them, just to make sure that when I see in the distance things work
07:36nicely as well as up close.
07:38I'll pull this element over, hold V, register the snap and snap it into place.
07:43It looks like I need to spin this one around and I'm in good shape, I will
07:46rotate, holding control to snap every 15 degrees and there is the rest of the hall.
07:52I'll take its light fixture and the light and clone it over, too.
07:56I'll duplicate them and move them.
07:58Now I haven't prefab and set these to batch yet, but that's an important
08:01consideration. As part of optimizing, in addition to texture, we want to think
08:05about batching in the scene, making prefabs and telling Unity to batch in our setting.
08:10So that when we play our game it optimizes how many times it redraws something versus references it.
08:15In my Game tab then I will turn on Maximize on Play in Stats and go check this out.
08:20There I am in my space scene.
08:22As I go down the hallway you can just see the light fixture and it looks like I
08:26need to fix my transparency just a little bit.
08:29It also looks like, as a design, that my doorway is just a little shallow or maybe
08:33I have to dock or lower the controller size.
08:36Actually the Transparency works. I need to make sure that this is a specular
08:40map as well or something to clampdown that shines or maybe the light just doesn't hit it.
08:44Up closer this looks fantastic.
08:46My metallic grading reads nicely, my walls are rusty. My light bars on the side
08:51here need a little work; they could be a little bit brighter and I need to
08:55separate out those polys.
08:56But my materials are definitely holding up and that cut out and self
09:00illumination is holding up well on the light bulbs.
09:02Now I can make more parts and start to populate my game level.
Collapse this transcript
7. Faking Reflections
Painting cubic reflection maps
00:00Well, we're dealing in textures for games, beyond the standard diffuse,
00:04specular, and normal, we may need other textures that help us enhance the realism of our game.
00:09In this sample scene in Unity, I've assembled a couple of my modules;
00:12a T-intersection, and two straight hallways.
00:15I've also put lights in and light fixtures up in the ceiling.
00:18I've cranked up the materials so that the metal appears fairly shiny.
00:22And finally, I've used one extra image; this one, which looks all white but in
00:27reality has an alpha channel where these light bars are, to help along that one
00:31self-illuminated material.
00:33In the materials then, what I've done is taken Space_self_illume, changing it to
00:37a Self Illumebump specular, and using that one image with its alpha channel
00:42defining self-illumination in the separate alpha.
00:46That way, the gloss can be in the alpha channel or the specular component of our
00:50main material, and then this one extra lets me illuminate those lights.
00:55It also gives me an opportunity here in the alpha channel, because it's an extra
00:58alpha, to have that alpha do other things.
01:02So if I needed another cut out for example or something similar or maybe
01:06something else to help the normal map along, I'm still keeping the number of
01:09maps I have relatively low, and because this one is a solid color, it compresses nicely.
01:14When I get in and look at my game though, it's missing something.
01:17Yes it's shiny, yes it looks like a metal, yes it's rusty, but I don't have any reflections.
01:23There's nothing in here to tell me that these are shiny surfaces except for the
01:27way that the light is skipping across the surface like you can see at the top
01:30center of the screen by the light fixture.
01:33What I need then is to make some of my materials reflective and add in cubemaps.
01:38I'll pick Space_standard, which is applied to most of the things in my scene.
01:42I'll change the Shader over from Bump Specular to Reflective and Bump Specular.
01:47Again, I haven't got an alpha in the normal to be a height map for parallax,
01:51which is why I'm doing Bump Specular for the moment.
01:53This is a slot for reflection cubemap, and right now since the reflection color
01:57is white, we see everything take on a white tint.
02:00A cubemap for us is reflection fake.
02:03What it does is load in six images that are supposed to be the reflections of the scene around.
02:08So as you move around, they change apparently dynamically.
02:11In reality, they're precalculated.
02:14That way, we save on time because real-time reflections are computationally intense.
02:19We save them for things like mental ray where we can spend the time to render
02:23the image to make it look good.
02:24I need to make a cubemap.
02:26Clicking on Select here pulls up nothing in the available assets.
02:29I'll right-click and choose Create and Cubemap.
02:34This Cubemap then will be my reflection.
02:36If you're feeling crafty in your scripting, you can even localize these, much in
02:40the way we use light probes, and have them turn on depending on where you are in
02:44the scene, but that's a little beyond where we are for the moment.
02:47Right now, one cubemap will work nicely in most of my hallways, as everything in
02:51here is that same rusty dingy color.
02:54I'll name this cubemap Hallway Reflection. I'm ready to bring in six images;
02:59right, left, top, bottom, front, and back to be my reflection in here.
03:03I'll jump over to Photoshop and do some quick painting.
03:06Here in Photoshop, I need to make six images.
03:09I know that because of my texture I've got the floor grating above and below and
03:13rusty walls on the sides.
03:15I can either borrow my existing images or do some quick painting.
03:18I'll actually do a little bit of both and see how it looks.
03:21I'll press Ctrl+O to open, and in the Assets folder for this project, I've got
03:25my three textures I'm using.
03:26I'll open up that color texture and start taking some parts to try out as a cube.
03:31Cubemaps work best if they are blurry. Especially in a circumstance like
03:34this where the metal is less than perfect, anything we can do to degrade that
03:38cubemap to help it along will look good as we should see a partial reflection.
03:42I'll press M for Marquee, and set the Style here to a Fixed Size.
03:46I need it to be a square, and I'm going to try a square of about 1000 on a side.
03:51I'll resize this in a minute.
03:53I'll click on the view and see if that 1000 square works.
03:56It looks like it needs to be a little smaller to catch the wall.
03:59I'll make this fixed size marquee 900 square, and I'm going to land this marquee
04:04in the middle of the rust here on the wall.
04:06My plan is to use rusty walls for four parts.
04:10That way I'm getting the same tone around, and then the floor here for the floor and ceiling.
04:15I'll copy it, pressing Ctrl+C, make a new document pressing Ctrl+N, and paste it in.
04:21Now I'll jump back over to that color map and do the same on the floor.
04:25Selecting the flooring, maybe going a little bit bigger in the marquee, and grabbing a section of it.
04:31I'll try this one at a 1000 square.
04:33It seems to work and a little extra out there is okay.
04:36I'll copy this with Ctrl+C and paste it into this document again.
04:40Now I'll zoom out, press Ctrl+T, and hold Shift while I drag to scale this down.
04:45I'll scale it in, and hit Enter.
04:48My thought is that this is the floor, and so I'll take this layer, rename it to
04:53bottom and paint in some quick darkness.
04:55I can do it right on this layer, and make a new one.
04:58I'll work in black, setting my Brush mode here to Multiply, pulling down the
05:01Opacity and using the brackets to upsize that brush.
05:05As a quick check, this brush is very soft, and I'm going to darken around the outside.
05:10It looks like I got stuck in something I did last, and it's an important point here.
05:14I had hit B for Brush, and the hotkey for Pencil Brush and Color Replacement tool,
05:19and the Brush Mixer are all B. SoI'll make sure I choose the Brush tool
05:24and reset that blending mode.
05:26Things like the brush are so automatic;
05:28it's easy to forget that you were doing something else in the meantime.
05:31Now I'm going to brush in some darkness around here.
05:33I don't mind if it's hard initially.
05:35These will look kind of like shadows when I get in there, and I'll blur it.
05:39I'll choose Filter>Blur>Gaussian Blur, and try maybe a 12 or 20 pixel radius. Here's even 25.
05:46It gets me some good splotchy shadows going on, and I'll do the same on the bottom image;
05:52choosing Filter>Blur>Gaussian Blur and trying maybe 5 pixels, which blurs out those dots nicely.
05:59I'll group these, selecting both and pressing Ctrl+G and renaming this to Bottom.
06:04I'm going to use roughly the same image for all of my sides here.
06:07What I'll do though is make sure I rotate it, pressing Ctrl+T and spinning this over.
06:13The images are oriented upright when we bring them in.
06:16Now we'll do that same blur technique, choosing Filter and Gaussian Blur, fuzzing out any detail.
06:21I'll do the same lighting.
06:23I'll make sure that my brush is not terribly hard, on a new layer and start to
06:27add-in some darkness, multiplying that in, giving the idea of shading and shadow
06:32going on in that hall. Dark is okay.
06:34I'll group this and merge it down, and call it Sides.
06:37I'm going to see if I can optimize my map a little bit here as I've got pretty
06:41much the same things going on all the way around.
06:44Now I'll take the bottom group and Alt+Clone it to become one more.
06:48I'll rename it to Top, and go into that top map.
06:51In here, I'll invert that layer 2, so it becomes light tinted by using Ctrl+U
06:57for hue saturation, colorize, saturate, bring that Lightness down and swing that
07:03hue into the yellow range.
07:04This will help be the lighting in the scene.
07:06Then I'll make this maybe a soft light or something similar, so the ceiling is decently generally lit.
07:12I'll eyedropper that yellow or pick a similar one, and paint in some lighting in the center.
07:18This will help kind of reinforce that this is the ceiling because the lights are fairly close to it.
07:23I'll make sure I paint in something fairly bright.
07:25Here is a soft light for example.
07:27I'm going to brush in some yellow right up here in the middle.
07:30If it's too bright, we can always go into hue saturation again with Ctrl+U and
07:34just pull the color out a little bit.
07:36Now I've got my layer sets in for my cubemap and I'll export them out and see how they behave.
07:41First, I'll take the bottom;
07:42pressing Ctrl+Shift+S for saving selected, and into the standard Assets here, I'll put a TIFF.
07:47I'll call this one RefBot for bottom, and make sure I turn off layers and save as a copy.
07:54I'll do the same with the top, saving it out, calling it RefTop as a TIFF,
07:59turning off layers, and saving a copy.
08:02Now I'll try the sides.
08:04Saving this out again as a TIFF, turning off layers and calling it RefSides. This is a test.
08:11If this doesn't work well, I may need some custom work on the sides, and I can
08:15do that after I try it, and see if I can optimize my maps a little bit.
08:20Often what we're seeing in the sides is fairly similar, but the top and bottom
08:23is where conditions really change.
08:25Flooring is often different than the walls that surround us.
08:28My pieces came into Unity and they're here in my Assets.
08:32There is my bottom, my sides, and my top.
08:34I'll start to drag these across and then if I need to come back and deal with their properties, I can.
08:39I'll pull the bottom into the bottom.
08:41Here is sides going into front, back, right, left and finally top will go into top.
08:49We can see it looks like the same thing all the way around, but it's definitely
08:53got a different look in the top, and the bottom.
08:55Now look at my materials, and in there, in my space station where I'm ready
08:59for a reflective bump specular material to have its reflection cubemap,
09:03I'll drag that hallwayref in.
09:05And now I've got a reflection happening within that.
09:08What we're seeing is that this reflection color needs to dim down.
09:12I can tell that already in the Preview window on the bottom-right.
09:15But I'll give it a quick play and see how it looks.
09:18As I spin around here, I can definitely see the reflection changing.
09:22The floor looks nice and bright, and I'm definitely seeing stuff look like it's
09:26reflecting especially up here in the panels.
09:29It's just a little too bright.
09:30So I need to pull that back.
09:32But I'm definitely getting what I need in a metal, that as I move, I can really
09:36see what looks like a changing reflection; and the floor and the ceiling appear
09:39to be reflecting each other.
09:42Finally, I'll take that reflection color, click on the eyedropper and borrow
09:46maybe a rust, dimming that way back.
09:49It doesn't need to be nearly that bright.
09:51I'll play it one more time and see how it goes.
09:54Now it looks like there is stuff going on in the reflection in my generally dim
09:59scene that's rusty and not as shiny.
10:01There is things moving around in the walls; reflections that change gently as I
10:06move. And the most important parts down here on this floor appear to have a
10:10dynamic reflection, reflecting the ceiling with its light and light fixture.
10:15I see the same thing in here in the ceiling.
10:17It looks like it's reflecting the walls in the floor.
10:19I can adjust this further and actually generate a complete reflection map for
10:22our rendering if I need.
10:23But this is a good quick way to get a cube in place.
Collapse this transcript
Setting up scenes and materials
00:00There are a lot of different ways to generate reflection cube maps for use in a game.
00:04We can generate them in Unity if we need and there are scripts available to render those out.
00:09We can paint them in Photoshop, approximating what we'd see in a reflection and
00:13sampling our existing textures to construct a cube map.
00:16We can also render them in Maya.
00:18What this solution offers is a possibility of using mental ray for rendering;
00:22after all it's rendering imagery that we'll then use in a game.
00:26In mental ray then we can light a chunk of this scene, getting the soft bounce
00:29light and tonal range we expect to see in a rendering in the reflection, so that
00:34when we bring it into a game in our reflection cube map, it looks correct and
00:40has the right lush feel we expect in our game environment, matching in what
00:44we're doing with our materials and our textures in other places.
00:47I'll start out by signing some new materials.
00:50I'll go into my Hypershade, choosing Window>Rendering Editors>Hyper shade.
00:55Right now I've got just Blinn materials assigned.
00:58Those will come across just fine for Unity and then they will get turned into
01:01Unity specific materials such as self illume reflective.
01:05I'm going to use my MIA_MATERIAL_X_PASSES again for all the different parts in here.
01:10I'll click on Mental Ray materials and choose an MIA_MATERIAL_X_PASSES,
01:14actually 1, 2, 3 of them.
01:17This way I can make my cutout map, my self illumination and my standard metallic corridor.
01:24I'll pick the first one and rename it.
01:26I'll call this one standard metallic.
01:28The next one here will be standard lit and finally this next one will be standard cut out.
01:37In each of these materials then I can choose a preset for how it should look.
01:41I'll click and hold down Preset and fly it out.
01:44I am going to make most of these fairly glossy, but a metal.
01:47I'll start out with a PearlFinish so I have brushed spread reflections.
01:51I'll pull up the Roughness a little bit, which spreads the light over the surface
01:55and I'll also pull up the gloss.
01:57Now it's got a little bit of shine to it.
01:59I'll check Metal Material and now I am ready to bring in my Diffuse Color.
02:03I'll click on the Color Texture and in the Create Render Node dialog, click on File.
02:08I'll browse out to the source images folder for this project 07_02_Maya and
02:12there is 07_02_spaceC for our color map. I'll click Open.
02:17The neat thing about these materials is that although it has an alpha, it's not
02:21automatically used in here going transparent.
02:23That's a different function our MIA materials.
02:26And so it's just a straight color.
02:28Now I'll scroll down and add the normal map in.
02:31In the MIA materials, we put the normal map down in the bump and there are two
02:35spots here, an Overall and a Standard.
02:37The Overall is where we put in things like a round corner shader, which as a
02:41Bump Map shades if the corners were rounded in a scene.
02:44Our normal maps then go in a Standard Bump.
02:47I'll click on the texture for Standard Bump, choose File, change it to use
02:51Tangent space normals and go to the File node to pick my Normal.
02:58There is the Normal Map and I can pull these out of the way to see it better,
03:02have a good relief going on this.
03:04Now for that gloss, I've already got my specular map made so just need to put
03:08it in the right place.
03:09I'll move my Hypershade around just a little bit and what I can do is pick a
03:13material, right-click on it and choose Graph Network, which lays out the graph or
03:17the network of all the nodes plugged into that material.
03:20What it says right now is that the Diffuse and Diffuse Alpha come from that color,
03:23but not the alpha Channel actually governing the shine.
03:27I'm going to drag with the mouse wheel from the file across to that material and choose Other.
03:33In here I'll pick out Alpha and put it into Reflection Gloss.
03:38Now this material is bright by the Alpha, so it's not terribly shiny in most places.
03:43I am going to assign this material by face.
03:46Here in my Hypershade again, I can select faces and assign materials.
03:51I'll choose Window and Rendering Editors>Hypershade to pull that back up.
03:55What I'll do is right-click on Space Standard and choose Select objects with material.
04:00Then I'll right-click on my new metallic material and choose assign material to selection.
04:04What this has actually done is select all the faces that have that Blinn and reassign their material.
04:09So now they've got that MIA on all their different parts.
04:13I'll repeat the process through with my other materials and then start in with the lights.
04:17What I am going to do is to drag these materials down and graph their networks
04:21starting with the standard metallic.
04:23Then I'll pull in my self illumination here.
04:25This one is going to be pretty much the same as the standard, except it's
04:29bright in some places.
04:30I am going to take the Bump 2D here and the connection is really Standard
04:34Bump to Out Normal.
04:35I'll take that bump 2D node, drag it onto standard lit and choose Standard Bump.
04:41I'll do the same with the color, dragging the color file onto the standard lit and choosing Diffuse.
04:47I'll need to adjust the shine.
04:48If we look at the original, it's got a roughness and a reflectivity.
04:51So the new one should have the same; 0.25 on the Roughness, 0.3 on the Reflection
04:55and use that same alpha, dragging from the file across to standard lit and choosing Other.
05:03Again out Alpha connects to Reflection gloss.
05:06Now for the self illumination part. I need to bring in that Alpha Channel only
05:10image to describe where this is lit exactly.
05:13I can make a new file node straight from here.
05:16Clicking on 2D textures and picking File.
05:19In that File texture then in my Attributes, I'll browse over and catch the
05:23SI.tiff and we can see its alpha describing cleanly where that's lit.
05:27Now I'll take that file and with the mouse wheel drag it right on to standard lit and choose Other.
05:32I'll pick Out Alpha and scroll down 'till I find a different material slot.
05:37In a MIA_Material_X_Passes, incandescence is governed by additional color and
05:41here's red, green and blue.
05:44So now this material is bright by the Out Alpha value.
05:47Ultimately, I could drag something else in if I need, maybe an out color to govern that.
05:52What this gives me though, and we can just see on the side here, are lit strips
05:56defined by that separate alpha.
05:58I can do the same with the cutout. Again, grabbing the standard cutout, pulling it in,
06:02bringing up the Roughness if needed and adjusting the color.
06:07I'll drag that same file onto instance set, putting it into Diffuse and then
06:12bringing across that alpha into the cutout map.
06:15I'll pull this over and choose Other.
06:18I'll take Out Alpha and put it into Cutout Opacity.
06:22A Cutout is different than standard transparency.
06:24What it says for us is that where this image is black, the material exactly does
06:30not exist in any way; where this image is white, it is fully opaque and anything
06:35between is a partial.
06:36Where we really want to use this is yes or no, transparency then is governed in
06:42the reflection or refraction section.
06:44I'll scroll down here and look in the Advanced section of the Cutout.
06:48That's where that Cutout Opacity goes and in here if I need in the Cutout Opacity,
06:52I can adjust; for the moment though I am going to leave it alone as
06:57it's on a very small part.
06:59I'll turn on Mental Ray as my Rendering Engine and I can put in lights and light
07:03this up with a photographic exposure just like I did.
07:05Under Indirect Lighting, I'll turn on Final Gather.
07:07In Quality, I'll set my Sampling to Custom, from zero to one and I'm ready to
07:13get lights in my scene.
Collapse this transcript
Lighting and rendering cube maps
00:00With materials assigned to the objects, I've built out a small section of hallway.
00:05It's really just a T-intersection with doors at every end.
00:07It's a bounded environment.
00:09So I don't have any environment or light leaks, which would give me odd lines
00:13showing up in the cubic reflection map.
00:15I've cloned out my light fixtures and snapped them up to the ceiling, roughly in
00:18the center of each floor module, give or take.
00:20I have also made for myself a working or temporary camera off to the side.
00:25It's just a standard free camera.
00:26What I'd like to do with cameras is to scroll down in the shape node to object
00:30display and increase the locator scale of the camera so it's drawn bigger in the viewport.
00:35Don't scale a camera using the Scale tool.
00:38This'll distort the rendered image.
00:40If you need it to be bigger and Maya cameras draw very small, increase the Locator scale;
00:45lights also have this available.
00:47It's the drawn size of the icon on the viewport.
00:50I've also pulled back my front and side cameras.
00:53They start out very close and were clipping through my geometry.
00:56I'll use that feature actually as an asset in making my cube map shortly.
00:59First I'll get some lights in them.
01:01We could do all kinds of lighting in here; area lights in the shapes of
01:05cylinders for the light bulbs and so forth, but I am going to use point lights
01:09for a quick lighting rig.
01:10As long as I get the rise and fall on lighting in here, that would come from
01:15these fixtures, I'll be in good shape.
01:16I'll choose Create>Lights>Point Light.
01:18I am going to set this light to have Linear Decay and then in the Top View, clone it around.
01:23I'll switch to a wireframe by pressing 4.
01:26Move this light into the fixture and duplicate it, sliding it to the next one over.
01:31While I am at it,
01:32I am going to duplicate that fixture and fix where I've missed one in the middle
01:36and then deselect the geometry.
01:38Now I'll duplicate this light down and finish out cloning light to the other two fixtures.
01:44The placement on these can be approximate and it's okay to have a little variety in the lighting.
01:48It's going to add a nice character to instead of it being perfectly even.
01:52I'll use my Rendering Mask here, on the hotbox clicking in the space to the left
01:56of Maya and choosing Rendering Mask.
01:58This way I can select just lights and cameras, using control to deselect cameras
02:03and moving those lights up right below the light fixtures.
02:06Now in my working camera, I'll test this out.
02:09I had already turned on Final Gather and Mental Ray and I'll pull up IPR.
02:13Notice for tests under Options I have chosen Test Resolution 50%.
02:18I'll drag a region and see how this works.
02:21It looks like my IPR has stopped, which sometimes that happens in a scene.
02:25We could restart Maya.
02:26If we need, import the scene into a clean scene or just use a Region Render to see how this works.
02:32I'll draw on a region and there is my IPR refreshing.
02:35It happens occasionally, depending on the graphics card we've got and whatever else we are doing.
02:40I can see that this is too dark and the Linear Decay is the cause of it.
02:44On my hotbox, I'll pull my outliner. I'll select my lights and jump to the Channel Box.
02:49All of the like channels of this light can be affected here, in this case the
02:53Intensity. I'll crank it up to 50 and while I'm here, turn on Raytrace Shadows
02:58by putting in 1 and very quickly I can start to see that image really come out.
03:02I have got a good shadow in the corner, good light, rise and fall in the space,
03:06nice blooms on the ceiling.
03:08No areas that are terribly dark or terribly bright and I've got my lit bars in
03:13the side of the frame here showing up well.
03:15We can tune the lighting if we need but really since a Cube Map is a blurry
03:18approximation, this will work very well.
03:21Now I'll get my camera in.
03:23If you need, you can stop IPR with a red stop button, make changes and then run it again.
03:28You can also pause it using the Pause and alter things without IPR trying to keep pace.
03:33I will make a new camera choosing Panels>Orthographic>New>Front.
03:38Here's my New Front camera and I'll pull it into the T-intersection.
03:43I'll go into that camera and I may need to hold Alt and the right mouse to dolly
03:48back and forth to make sure I can see my scene.
03:50What this is actually doing in an Ortho Camera is scaling out that icon, that's
03:55how we know it's dollying back and forth.
03:57I'll pull it in and in this camera we are going to get an interesting view.
04:02When we turn on the Res gate, we'll be sitting in the space.
04:06I'll pull this forward until it's really filling that camera view and I'll make
04:10sure in the Render setup that under my Presets, I am using a square render.
04:15I am going to run this cube map at 1024 square and then reduce down.
04:19I'll also press Ctrl+A to go to the Attribute Editor with the camera selected
04:24and in the Film Back section, I am going to make sure I fit the Res gate to vertical
04:28and I can really see what this camera is going to click through to make that render.
04:33Now I'll animate the camera, selecting and renaming it to CubeCam, so I can keep track of it.
04:38I'll pull up my Time slider.
04:40On my hotbox in the space to the right of Maya, I can pull up my UI components.
04:44I'll bring back the Time slider, bring back the Range slider and key this camera
04:49at frame one pressing Shift+E to key rotation.
04:52I'll jump to Frame 2, rotate it 90 degrees, key it again, jump to Frame 3, rotate it 90 degrees again,
04:59key it and jump to Frame 4, rotating another 90 to catch the back wall and key it.
05:07On frame five, I'll rotate back on the X axis to look up at the ceiling and on
05:12Frame 6, 180 degrees down to look at the floor.
05:16With my camera keyed, it will render when I do a batch render all the frames.
05:21I'll set up this render.
05:22Render out those images and pull them into Photoshop for blurring and scaling.
05:26Here in the Render Settings with my projects set, I'll give this image a file name prefix.
05:32I'll call it Hall Cube.
05:33I'm going to run a name number dot extension sequence. Frame padding at one is
05:39just fine and down here in the Frame Range, I'll start at one and end at six.
05:44I'll make my renderable camera CubeCam and there's my one case where preset.
05:49I'll double-check on my quality, making sure that it's zero to one with a box filter,
05:53making sure my indirect lighting at least as Final Gather on to bounce
05:57the light and I'm ready to batch render.
06:00I'll press F6 for rendering, choose Render>Batch Render.
06:05In Batch Render if you'd like to make it go faster, you can uncheck Auto Render
06:09Threats and put in a number of cores for each machine.
06:13In this machine I have for cores so I am going to put that in, so I use all of the CPU power available.
06:19Otherwise, Maya assumes you'd like to keep working.
06:22This way although the machine would be busy, it will get me a faster render.
06:26I'll hit Batch Render and close and pull up those images and see how they look,
06:29downsizing them, blurring them and maybe even dimming them back for my cubic reflection map.
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Adding cube maps into the game
00:00These are six images I've rendered from Maya using orthographic camera
00:04that rotates 90 degrees each time, batch rendering out six images to form a cubic reflection.
00:09They're pretty decent looking, although they need a little bit of fixing before
00:12we take them across into our game engine.
00:14One of the things I'll do first is watch out for any areas that were clipped by the camera.
00:19We can think of the camera as a slice plane and so it's sliced through the
00:23geometry leaving areas like Hall Cube 6 in the bottom left corner here open.
00:27I'll matte this with a color, eyedroppering, maybe a deep rust and putting in a new layer.
00:33I'll drop that layer underneath my existing one and just fill it in with the paint bucket.
00:37I'll make sure I do this on any other images here, adding in new layers, pulling
00:41it below and filling in with a color, just so there is no large gap and
00:45continuity and no transparency in the image.
00:48This way anything that's not obviously let's say a ceiling or a wall is the
00:52general rusty color of the space I have.
00:55Depending on the nature of your environment you may see gaps like this caused by
00:58that camera slicing through things.
01:03With those pieces in, now I can actually merge down all of these layers
01:07using Ctrl+E. I'll merge them together and then I am going to blur these images slightly.
01:13Cube maps work better with a little bit of blur. And the reason for that is that
01:17we don't want to make out perfect things in our reflection.
01:20Most reflections in the world are decent but not perfect.
01:23Even mirrors in the bathroom for example are only about 85% reflective. That's
01:28why two mirrors that face each other eventually turn into green, because we're
01:31not reflecting all of the light back and forth.
01:34Because this is a cube map for reflections in a metal, we need even less quality in our reflection.
01:39What I'll do is under Filters here, choose Filter>Blur and Gaussian Blur.
01:45I'll blur this by maybe 2 pixels or so and click OK, and now this image is slightly blurry.
01:51I'll repeat this on my other images pressing Ctrl+F to blur.
01:55This is just going to make any fine details a little bit fuzzier.
01:58So when I put in for a reflection, it will be a little less perfect.
02:03I'm ready to save these out. It's fairly obvious the top and the bottom and
02:07the others are the sides. We can mark them as we need depending on how we'd like to light.
02:13If you know which side is which and there is a particular landmark in one view
02:17we should see, you can put it in.
02:19For this particular environment, as long as the sides are all rusty walls and
02:23doors with caution striping and the top and the bottom are in the right place,
02:27we'll be in good shape.
02:28I'll pick this bottom image first and save it out as a full res tiff; 1024
02:33pixels on a side. I am going to let Unity handle the compression.
02:36I'll pressed Shift+Ctrl+S to save this and I'll save this one out as HalRefTop.
02:44In here I'll make sure I save as a TIFF without layers. I'll save the bottom out in the same way.
02:49This will be HalRefBot and finally I'll put the sides in.
02:55In Unity we pick which images go in the front, back, left and right here.
02:59I'm putting in the name so I can keep track of which is which.
03:02Notice that you have an extra opportunity here to discard the layers and save
03:06a copy if you'd like. This is handy as it's very easy to miss that initial checkbox.
03:11With all six of my images saved out, I'll copy them to my Assets folder in Unity and let them import.
03:17I've opened up my 07_04 project in Unity and because I've copied those images
03:21into the Assets folder, Unity has imported them automatically.
03:25I'll do a little bit of organization here as my Assets folder is starting to get a little bit jumbled.
03:29I am going to right-click and Create a Folder.
03:33I'll call this new folder Reflections.
03:35I'll take my HalRef images and put them in the right place.
03:38Use back, front, left, bottom, right and top.
03:45Now it's a little clearer. I've got my old reflection images still here and
03:48they are being used in the scene. I'm going to just pull up that cube map and swap those out.
03:53In the Materials folder I've got my Hallway ref cube map and what I can do here
03:57is click on select and each of these, scroll down and use the appropriate image.
04:02Here is right and left.
04:06There is top going in, and finally bottom. I'll add in front and finally back.
04:20Now I've got a varied reflection all the way around on my cube map.
04:24As we can see here in this preview sphere, I've got top and bottom, left, right,
04:28front and back and they are going to change around a bit.
04:31As I rotate this around we can see the different parts in the reflection.
04:34So as I move around this in the scene it will change dynamically.
04:37You can plan in more variation if you need.
04:40I've got three doors showing because of the way I built the hall in Maya.
04:43I could extend out more hallways and do more Ls and Ts to not have as many
04:47doorway conditions showing.
04:48But I think this will work as in my space station I'd like to see a lot of doors and airlocks.
04:54This material is updating automatically into my space standard material.
04:57I will bring up the amount of reflection just a little bit.
05:00In this case I'll click on my reflection color and using my HSV sliders bring up
05:05the color and down the saturation slightly, so it's a little bit brighter.
05:09This way I'll get more contribution from that reflection.
05:12I'll test out my game and see if this works, hitting Play and moving in the space.
05:16And there we can see in the walls, things going on in the reflection. It's working well.
05:22As I move around those reflections appear to travel.
05:25As I walk forward and jump over, we can see the reflections moving.
05:29There are some places where my cube maps could use a little more blur, but
05:33definitely the idea of being in that space and seeing the reflection is coming across.
05:37And as I turn around, they appear to change dynamically.
05:39One of things we can do to avoid things like that corner in the right side of
05:43my screen is to actually mute these reflections over in Photoshop with a radial gradient.
05:48Reducing corners like that down to basically rust colored fuzz, leaving only in
05:54the center of the reflection, things like that caution striping on the door.
05:57I'll try a trick in Unity first before I do that.
06:00Back here in my Reflections folder, my images are set to come in at 1024.
06:05What I'm going to do is actually take down their max size, making it 256 and hitting Apply.
06:11Unity does a terrific job of compressing for us and by doing this, reducing the
06:16amount of reflection we see.
06:18I may be able to not doctor them.
06:21We can also see in each of these, as I take it down, I am reducing the size.
06:25This is now almost 43 K, which is comparatively small.
06:29I'll try to play it again and see how it goes.
06:32It's gotten a little more blur in it. I'm still seeing a corner here and there
06:35and so it may be worth some retouching.
06:37But having that reflection move dynamically is nice.
06:40I can see the reflection in the floor and it looks like it's shining nicely,
06:43reflecting stuff that's around me.
06:46Assuming I finish out, well the great blue void out here, I should see pretty
06:50good reflections in my game.
06:52I may want to take that color back down or pull down the shininess and
06:55obviously any light baking and other things are going to impact how this looks and how it shows up.
07:00We can make our cube maps then from scenes in Maya and light them as we need,
07:04and then draft to those images to get the reflections in the right shape.
07:08It's a tremendous point of realism in a game to see what looks like dynamic
07:11reflection. And as long as we construct them correctly, they'll add a tremendous
07:15amount of, well, metalness to things.
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8. Skyboxes
Editing the skybox layout and properties
00:00In a game sometimes we're playing in an environment where we can see outside;
00:05where it's not bounded such as our space station, and instead we're running
00:09around somewhere much larger and open.
00:11For example, I whipped together some quick terrain here, using the Terrain
00:14Editor in Unity and a couple of the built-in textures.
00:17I've planted a few stone walls on it, maybe ruins out in the desert, and added
00:22in some scene fog, which gives me atmospheric perspective.
00:25When I jump in and play in the game window, we can see my ruins in the distance.
00:30My hill is all the way around with the slight blue tint and a linear fog adding
00:34to the dust and haze, and perspective and distance.
00:38Zooming in on the wall allows me to see good detail in the texture there, which
00:42I baked out from Maya, and rendered out normal occlusion and color, and applied
00:46on these well simple arch walls.
00:48The problem with the scene though is that above my mountains is well blue.
00:53There's nothing really going on there except for that default blue color, and
00:57that's where a skybox comes in.
00:59A skybox for us is an infinitely large cube outside the scene. And in that
01:05cube much like a reflection map, we use six different images to define the color of the sky.
01:10If these are done properly, it looks like the sky is wrapping around us, and
01:14changing depending on where we look.
01:16We can even incorporate in sun and clouds in our sky.
01:20It's not for lighting it's for the look in the sky, so that it matches the environment
01:24and gives us the mood in where we are that we want our players to feel.
01:29To make a Skybox then, I'm going to first make a new material, right-clicking,
01:33and choosing Create>Material.
01:36My new material, I'll call Sky and change that material type from a Diffuse
01:41Shader down to my RenderFX and Skybox.
01:45The Skybox is a lot like the reflection, which if you're shooting a reflection
01:50cube in Unity or in Maya, we want is to be a rough match, where the sky images
01:55and the reflection of the sky in the objects are close.
01:59I need six images then Front, Back, Left, Right, Top, and Bottom, and I can tint them with a color.
02:06I'll put the sky into the Render Settings first, choosing Edit and Render Settings.
02:11Here in the Render Settings, there is a slot for a Skybox Material.
02:15Alternately you could map it per camera if you are switching around cameras, but
02:19that's beyond the scope of this movie.
02:20I'll click on the Material button and go choose my Sky.
02:24You can see there's different skyboxes already included with Unity.
02:27There is my Sky Material and I see a little bit of outside the scene.
02:32I also have an ambient light to play with, and the ambient light, the sky, and
02:36the fog all come together to produce a rich outdoor scene. No one thing is the
02:40sole contributor to the final look.
02:42Right now with my Sky all white, I am going to get a white sky outside.
02:46We can tint it if we need using the Tint Color. To start I am going to put a blue in there.
02:52When I play this I'll see not much yet, because I don't have any imagery in my sky,
02:56but it's setup and ready to layout the sky and start painting.
03:00I hop over to Photoshop and get a layout ready for the sky.
03:04When you're painting a sky, go big.
03:06Now you can assemble your sky from photos or we can paint it to get a
03:10precise look in mind. Often, being that games have a very stylized look, the sky is painted.
03:15I'll start out with a new document, and I am going to paint oversized and then shrink.
03:19I'll make it a multiple of 1024, and I'll start out this document at 4096 x 3072.
03:27This is a large image and I am going to use parts of it.
03:30To line this out where my sky will line up, I'll press M for Marquee and change
03:35the Style from Normal to Fixed Size.
03:37I'll start this marquee out at 1024 x 1024.
03:41I'll land this first marquee in the bottom right corner or bottom left.
03:45Press Ctrl+R for Rulers, and start dragging guides down to snap to the marquee.
03:49I'll land the next one in and drag in more guides, making myself a handy grid.
03:55If you'd like you can also alter the grid spacing and turn your grid that way.
04:00There are my lines.
04:01The parts I really care about painting are actually left, front, right, and
04:07back, with top and bottom.
04:09So often what I'll do, is put in a color or a text on this so I can tell where it is.
04:14I'll leave the background alone.
04:16Make a new layer by pressing Ctrl+Shift+N and land this marquee and again.
04:21I'll right-click and choose Stroke Selection.
04:24I'll stroke the marquee with maybe a six pixel stroke on the center.
04:29On second thought I'll make it go inside so they line up together.
04:32Now with that marquee stroked in a very light gray square, I can take this piece
04:36and line in up right inside my guides.
04:39Additionally in my template, I'll press T for Text, and put in which one each square is; this will be the top.
04:46It looks like I'm still using a stencil I had used in a previous texture construction.
04:51This will be my top, and I'll take both of these layers, picking one holding
04:55Ctrl and grabbing the next, and Alt+Clone them down to match in.
04:59I'll change this text to be front, and repeat the process all the way along to make myself a template.
05:05Then I can get in and paint my sky, and if needed take top and rotate it to make
05:10sure that top and sides match.
05:12Once we got this in place we can actually start in with our painting.
05:16You can make any kind of template you want to paint, whether it's vertical or
05:20horizontal. And you can also make the template whatever size you would like.
05:23Personally, I prefer to make my templates large so I can paint oversized.
05:27I would rather paint big, and either reduce down here in Photoshop, or let Unity
05:31handle the reduction, because it is a very good job of resizing.
05:34That way, if I also need level of detail for a sky or for cubic reflection map for example,
05:38because it's the same idea, I've that option easily and have more resolution accessible.
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Painting clouds for a skybox
00:00When we're making a skybox for use in a game, the first thing we need to think
00:03of is the sky and then add in things that we expect to see in the sky, like
00:08clouds and maybe a glow from the sun.
00:10We don't actually have to add in the sun unless you'd like to see it.
00:14It's a good chance this will be taken care of by, say a directional light with a
00:18halo independently of what the skybox is doing, and this allows us to paint our
00:22skybox more neutrally.
00:23I'll start out by getting a gradient in.
00:25I finished out my template, grouped those layers in a layer set called layout
00:29and I am going to give myself a new layer for some gradients.
00:32I've grabbed some royalty-free cloud images here. And the things we can see that
00:36we need in our sky are clouds of varying hues and picking up the sky color in
00:42the bottom gradients for the sky.
00:45And if we look in another cloud image here, lighting apparent on the top of the clouds.
00:49There is also different kinds of clouds, depending on what our weather is doing in the game.
00:54I'll start out with the gradients in the scene.
00:56I'm going to borrow this bright blue here and dim it back just a little bit,
01:01pulling back the saturation and maybe in the Hue pulling out some of the green.
01:05That's going to be my top color in my sky.
01:08Then I'll pick my background color and it's already got a blue, but I am
01:13going to grab that existing cloud blue again, pull out saturation and bring up brightness.
01:19Now back over in my sky map I am going to land a gradient across the middle stripe.
01:24Pressing G for gradient, which actually took me to the paint bucket,
01:28because it's the same tool. I'll choose in the Gradient, just a foreground to background linear.
01:33What I'll do then is on my new layer start just inside the boundary of right,
01:37click and drag while holding Shift+Down and let it go just inside the bottom boundary.
01:43This gives me a gradient across the middle here with a solid color in the top and the bottom.
01:47When I pull this layer under my layout so we can see it clearly, I've got a
01:51solid in bottom and a solid in top, so I've already started out with a good
01:54match here between all of the parts of my skybox.
01:57Now I'll lay in a radial gradient to get some variety across the sky.
02:02This is an optional step if you'd like to have a fixed lighting direction.
02:05If the light in your game is going to change, you may do this with a custom halo
02:09around your sun and let the sky be neutral.
02:11I'll use my same colors, may be going a little bit brighter and little less saturated.
02:16This way the colors in the sky match evenly.
02:18I'll take these, desaturate and brighten them up, switch my gradient over to radial and make a new layer.
02:24I am going to land this gradient right on front, clicking and dragging and letting it go out across right.
02:30Now there is this gradient, but it looks like it went too light, so I need to flip it around.
02:36I'll undo, hit X to flop those colors and try it again.
02:40Alternately you can use the Reverse checkbox in the gradient if you like. There is my sun.
02:44Now I can take this and play with a Blending mode to get it over the clouds.
02:48Here it is as a Soft Light for example or as this Screen, it gets very bright as a Screen very quick.
02:55I'll also take this and move it down.
02:56Because it's on a separate layer, it's easy to move and make sure it's in the right place.
03:01I'll pull it down a bit and make sure it stays adhered to the sides.
03:05Now it's mostly in front and if I need to paint out a little irregularity on top
03:09I can, but I have the idea of a sun direction in there.
03:12I'll pull back the Screen Opacity and there is my sky color emerging.
03:16We may see some balancing in here between colors and other pieces to get that
03:20sky in the right direction. Now for the clouds.
03:24I've downloaded some cloud images here from a royalty-free site and I'm going to
03:27borrow some of their cloud elements to make a brush.
03:30I'll use my Lasso pressing L. Either a freehand or Polygonal Lasso will work nicely.
03:35I'll lasso out these clouds in the middle.
03:38Going all the way down to the bottom is fine because I want those clouds we see at the horizon.
03:42I'll pick them up and hit Enter to finish out the selection.
03:47Temporarily, I'm going to copy and paste these into a new drawing with Ctrl+C,
03:51Ctrl+N for new and Ctrl+V for paste.
03:55Now I'll Magic Wand that blue, using W for my Magic Wand or flying out to Quick Selection.
04:00You can use Magic Wand, grab that blue making sure that Contiguous is off and
04:05the Tolerance is low, or you can use the quick selection and again, we've got a tolerance in there.
04:10I'll click and drag and hold Shift and let it start to grab around the clouds.
04:14I am going to take out that blue after I feather it. So I'll make sure I hit
04:18Shift+F6 and feather out that selection.
04:21I'll do this again and keep taking out sections of my cloud.
04:25I may have some cleanup work to do, but I should be able to fairly quickly get
04:29rid of most of the blue in here.
04:31Here is my Magic Wand instead and this will let me get other parts out.
04:36If you forget to feather this selection, you can also contract it.
04:39What I'll do then is choose Select>Modify>Contract and start to pull pieces out.
04:46There is a pretty good cloud here, a little bit of an eraser using a standard
04:50brush will get me in good shape getting rid of that odd shape up at the top,
04:54looks like I was using a very large brush in one of my other paintings and
04:58that's what we are seeing here.
04:59Now I'll take out any extra around here.
05:01Hold Ctrl to select that layer and feather that selection choosing Select>Modify>Feather.
05:07I'll feather it by may be three or four pixels, invert the selection with Ctrl+Shift+I
05:12and delete, cleaning up the halo on those clouds.
05:16Now I've got a clean cloud brush and I can adjust Levels if needed.
05:20Although I think I'll try this brush as it is.
05:23I'll hold Ctrl, select that layer again, and choose Edit and Define Brush Preset.
05:29I'll call this one Clouds01 and I've got a brush ready to go.
05:33Now I am going to make a new layer in my cloud matte and try brushing in
05:37a derivative blue, eyedroppering the sky, swinging the brightness up and the saturation down.
05:43Rather than brushing a stark white I want it to be a reasonable match.
05:47I'll also take this brush, making sure I hit B for brush and paint at a normal but at a lower Opacity.
05:54I'll right-click and make sure I am using the correct brush, down here in the
05:58bottom right in my brush presets.
06:00I'll start to brush in my clouds, using the brackets to upsize the brush if needed,
06:04staying away from those edges and adding in cloud patterns.
06:08It's getting the idea across and they are fairly stylized.
06:11I am going to blur them a little bit and keep adding in over them.
06:15I want to watch out for intersections like I just created here, so it's okay to
06:19undo a step or two and land them in here again.
06:21What I also need to watch out for is tileability from side to side.
06:25The clouds in the middle here are just fine, but on the left side if I swing off
06:30the document, I should make sure I have the same on the right.
06:33In this case what I am going to do is grab layer 4 and hold Alt to clone and drag it.
06:38I'll drag it over and let this layer snap cleanly right onto the side of the document.
06:42Then I'll grab it again, pull it back while holding Shift and snap it cleanly onto the other side.
06:47Now that I've got that piece in place side to side, I'll take this original layer 4 and slide it over.
06:53I've got the start of my clouds here and I'll make sure that these layers tile side to side.
06:58That's the big deal with clouds;
06:59it snapped nicely on the center of that cloud element and so should match.
07:03I can take these pieces and start to adjust their hue and brush in other clouds.
07:08I'll make myself another layer here and almost white out that horizon with a brush.
07:13In this case I'll start to add in a big soft brush and paint in the same near white.
07:18I'll pull this brush down, brush in maybe a normal at a low Opacity and paint under.
07:25I want to be careful that I'm not painting into the bottom too much, or that I
07:29paint the bottom all of this color. Because on a separate layer, I've got some flexibility,
07:32so I'll paint in some white under here, camouflaging that horizon and just clouds out there.
07:39Then I can select and delete in the bottom if I need.
07:42What I'll do is make sure that actually my bottom matches in, so manually I am
07:47going to paint this color in and see how it looks.
07:49I'll take my cloud elements and match them together with Ctrl+E and then use my
07:54levels to adjust a little bit.
07:56I'll take the Level on my clouds up, bringing the keys back and forth until they
08:00are bright and white but still retain some of the sky blue.
08:03I can also play with the output, bringing them up and down until they're really
08:07nice and bright. Using the brightness contrast is acceptable as well.
08:10What I'll start with though, because I like the way it's looking in kind of
08:14abstracted clouds, is a little bit of blur. I see a place up at the top
08:17I should do some either erasing or make sure it's a clean match.
08:20I'll take this layer and blur it, choosing Filter>Blur>Gaussian Blur and
08:25blurring by here is 12 pixels easily.
08:28I'll let them be nice and fuzzy, so I've got clouds out there on the horizon,
08:32out of focus in our scene.
08:34I am going to strategically use my eraser to leave a clean sky in the top.
08:38I'll pick a soft brush, pull the size down and gently erase out those clouds
08:43where they touch the pop here. This should give me a reasonable match.
08:47I'll make sure the top has the right color, eyedroppering the blue and using either a
08:52marquee or a paint brush to paint that in.
08:54I think I'll just use my paint brush.
08:56With that blue eyedropper, I'll hit B for brush, paint in a normal at full
09:01strength and just fill in the rest of the top.
09:03There is a rough skybox.
09:04We can do a lot more with it, adding more detail and drama in the clouds and
09:09specific things we'd like to see. Maybe there are cliffs in the background and so forth.
09:13But I can take these images and cut them out, bring them into Unity and lay them
09:18into skybox material and have abstracted, fluffy clouds in this case outside my scene in the desert.
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Creating stars and light for a night skybox
00:00When we were painting a sky, sometimes we don't want just a clear blue sky or a
00:04sky with white clouds in it, we may want a night scene with black clouds that
00:09have a little bit of rim light on them.
00:11Alternately, we may want heavy cloud cover or a murky overhead or something similar.
00:16I'll take my existing cloud layers and group them and then make some copies and
00:20make a night sky for my scene.
00:22First, I'll pick my layers, picking one holding Shift and picking the last and
00:27pressing Ctrl+G to Group.
00:28I'll name this layer set Day sky.
00:31Then I'll take this group and duplicate it by holding Alt and dragging.
00:35I'll rename the copy Night sky.
00:38Since my game is taking place out in the desert, there aren't many artificial
00:41lights lighting up the clouds.
00:43So clouds in my sky are going to appear more as black masses that blackout the
00:47stars than anything.
00:48I'll turn off Day sky for now and open up Night sky, and then start adjusting my gradients.
00:54I'll take the initial gradient here and using Hue/Saturation pressing Ctrl+U darken it.
01:00I'll pull this way down, yank the saturation out and introduce the tiniest bit
01:05of purple getting me a deep rich indigo in the sky.
01:09Now I'll take the overlay, which is screening here and darken it as well.
01:14I'll pull this out yielding again, that dark, rich, deep blue night color.
01:18We don't want to go screaming blue at the night.
01:21It's better for it to be deep indigo, almost black, and depending on your
01:25lighting conditions may have other light in it, but just a little blue helps enhance it.
01:30Remember when you're making night it's not a blue tone on everything.
01:34There are subtle tones in places and artificial lights often look much warmer.
01:39So a little bit of coolness in natural places like the sky and often the hills
01:44in the distance really reinforces the nightness of it.
01:48Now I'll take my clouds here and they are under layer and darken them in.
01:52First I'll work in the under layer, which is that white painting.
01:55I'll pull down its lightness all the way and colorize.
01:59That way it colorizes to let's say a blue.
02:02I'll saturate it, but take it almost to black.
02:05Down at the horizon then, I get a little bit of lift in there and a little extra color, finally the clouds.
02:11Again, Hue/Saturation lets me darken them.
02:14I'll pull them all the way out, but as they start to get darker they get gray and mushy.
02:19What I'd rather do is instead colorize them, check Colorize.
02:23Saturate them so I can see where the hue is and there it is in a blue purple.
02:28I'll pull this over into that same blue range and then pull Lightness all the
02:33way down, and finally take out the saturation.
02:36What I'll start to get here are black masses on the horizon of clouds that are in darkness.
02:42There is a night sky with clouds and no stars.
02:45I may want to take my gradient out a little bit.
02:47Right now that splotch on the sun is a little too much right here on the clouds.
02:52I'll just turn off this layer and I do lose my clouds entirely, so I need a little bit.
02:57I'll try a different blending mode.
02:59It's important to play with your different blending modes and see how they work.
03:02Here is the Multiply, it really leaves the horizon with a little bit of light on it
03:06and turns the rest of the sky dark, and so I can adjust my under color accordingly.
03:11There is not one right way and these things will require some adjustments,
03:15so don't be afraid to try some different things.
03:17This is a great reason to keep things in layers, so that as we're adjusting we
03:21have some flexibility to move around.
03:24Now I'll adjust that over paint.
03:26Again, pulling out its Saturation, pulling down its Lightness and checking on my clouds.
03:32I've got a deep indigo going.
03:34When you're working in dark things, if you have light elements in your template
03:38they are going to draw your eye to it, so I'm going to make sure to turn off my
03:43layout and look at my Night sky.
03:44It's got stuff going on, on the horizon with the clouds.
03:47They fade into a deep indigo clear sky above and I'm ready for stars.
03:52I'm going to make some stars from some film grain.
03:55I'll make a new layer above my clouds and fill this in with a 50% gray pressing Shift+F5.
04:01I'll choose Filter>Filter Gallery and in this filter add-in, under texture, Grain.
04:07In my Grain Type I'll try Enlarged and bring up the Contrast and Intensity.
04:13This is a generator for a pattern.
04:15What I need here are dots.
04:17I'll pull up the Contrast so I can select it cleanly and click OK.
04:21I'll zoom in on my grain and I've got all kinds of grain, splotches of color.
04:25I'll use my Magic Wand with a very, very low Tolerance, maybe 2 or 3.
04:31I'll leave Contiguous off and Anti-alias on and pick a color that I really don't
04:35see much of, such as this purple.
04:37It gets me some isolated dots in my image.
04:40Now if I turn off this grain, make a new layer and fill those tiny selections in with a star color,
04:47let's say a very, very bright desaturated yellow, I'll have dots of light in the sky.
04:52I can either try to click with the paintbrush or choose Edit>Fill.
04:57I'll fill them with the foreground color and click OK.
05:01There is the start of stars in my sky.
05:03Once I mask them out of with the clouds I'll be in great shape.
05:06I can take this layer then, and pull it under my cloud layers and erase where I
05:10don't need stars, let's say in the bottom or just leave them alone.
05:14But now, I've got little dots of light going on here.
05:17I'll press Z to zoom in and there are my stars.
05:20I can do this a couple more times to add more in.
05:23Again, I'll use that overlay grain layer, zooming in on it, magic wanding a
05:27different color this time, maybe this bright blue and turning it off.
05:32I'll make a new layer for a second set of stars.
05:35Pull it underneath those clouds and fill it with that same yellow, choosing Edit>Fill.
05:42There are some stars in the sky for my Skybox.
05:45I'm ready to take this across cutting out the sections in 1024 square pieces and bring it into Unity.
05:50It may require some iteration.
05:52You may bring this in and say, Gee!
05:54We do need more stars or the clouds don't look right and need a repainting.
05:58Keeping a layered workflow here in the PSD makes it easy to update a particular part,
06:02take that element, bring it over and try it out again.
Collapse this transcript
Implementing skyboxes in Unity
00:00With my skies drawn I'm ready to bring them across into Unity.
00:03Right now in to Photoshop in my skymatte drawing, I have all of my squares and a
00:08few extra laid out in a layer set called Night sky.
00:11I've also got my Day sky in Day sky.
00:14I'm going to use the technique of Alt+Cloning the group, dragging it in
00:18the layers palette and then pressing Ctrl+E to flatten the clone down into one image.
00:23I'll use my fixed size marquee set to a size of 1024 x 1024 and copy and paste out
00:29the pieces, picking for example, the left sky, looking at the layout quickly and
00:34making sure I'm in the right place.
00:36I'll take my left sky press Ctrl+C to copy, Ctrl+N for a new document and paste it in
00:42by pressing Ctrl+V. I'll flatten down the layers by pressing Ctrl+E and
00:47save this out as a named TIFF.
00:49I'm going to add these into Assets folder and I'll make a new folder in here,
00:53which Unity will read automatically and I'll call it Skies.
00:56In here, I'll call this NightSkyLeft and it will be a TIFF with no Alpha and no layers.
01:02I'll repeat this through clicking in the next square, pressing Ctrl+C to copy
01:08and pasting into that same document.
01:10Flattening down the layers and saving out a TIFF.
01:13This will be NightSkyFront.
01:15I'll finish up with the top and the bottom, copying and pasting again.
01:18I'm making sure each time when I paste in that I hit Ctrl+E to merge down and
01:23I'll check in here to make sure there's nothing on the edge that would be an odd artifact in the sky.
01:28My stars look like they are pulled back from the edge a bit.
01:32Here's my bottom image and the bottom isn't as important in a game like this as
01:36we're going to be standing on the terrain.
01:38If you are making a game that maybe is in space, you might need a better bottom image.
01:42That means also we can reduce the bottom image way down when we bring it
01:45in Unity if we'd like to save on memory.
01:47I'll save this one out and then jump into Unity and see how these look.
01:52Here in Unity, we can see that in the Assets, Unity is imported my Skies folder,
01:56and in Skies are my six images.
01:58What I'll do then is my Skies bring those images in.
02:02I'll click on Select and browse down here to find my NightSkies making sure I'm picking the right one.
02:08Here is NightSkyFront, NightSkyBack, NightSkyLeft, NightSkyRight and finally
02:21NightSkyTop and bottom.
02:24With those picked we think we should be done with the sky, but there's one more
02:28thing we need to do.
02:29I'll go into the Skies folder and select the first of my images.
02:33Right now these come in as textures.
02:35So I could actually use one as a texture on an object if I wanted.
02:38However, in a sky this is going to give me an artifact at the corner where it willl
02:42get darker instead of being the continuous tone we expect from the sky.
02:46What I'll do is drop down under Texture Type and choose Advanced.
02:50In the Advanced section we have specific control over how this works;
02:54generating cube maps, dealing with Mip mapping or sizing of the maps depending on distance.
03:00I'll scroll down and change the Wrap mode over to Clamp and hit Apply.
03:05I'm going to let these run big at 1024 and I'll make sure in all of them I turn it to
03:09Advanced and Clamp so they show up correctly.
03:16Now my pieces are applied correctly;
03:18these are designated for sky maps.
03:21It looks like my tint color is a little bit too bright, as I can see my sky test
03:25aside from being flat shaded, is very light gray and I know I made a night sky.
03:30I'll click on this Tint Color and pull that value down until I get the value I want.
03:34Rather than going just black, I'm going to tint it with a little bit of medium gray,
03:39so I add some blue in the Night sky to reinforce my night look.
03:43I'll test this by clicking Play and here in my Night sky is my Skybox, and I can
03:47see around I've got some banding from the way it was built.
03:50Those are my clouds off in the distance.
03:52However, it is a seamless sky.
03:54If you're getting artifacts or places where it's mismatching, try flipping front
03:58and back or left and right and see if you get a better match in the corner.
04:02It's easy to get those a little bit off and just flipping them around will help.
04:06Also when you're painting, watch out for the depth you are painting with.
04:09In this case, we're seeing, because of the way I altered the colors, some banding
04:13off in the Night sky.
04:14As I travel forward though, the Wrap mode is Clamp, lets the sky be bright and
04:19luminous instead of shading depending on the scene, and I get the feeling of a
04:22night sky around my scene.
04:24I can bring in a day sky just as well and it looks like I could use a little
04:28work on the matching on these, but the colors read nicely.
04:31If you'd like you can tint the skybox and tint the sun or in this case, the
04:36directional light that's the moon to match, and get a coherent look all the way
04:39through in your game.
04:40You can also tint the fog to be a dark fog, taking in the idea of less light out in distance.
04:46I'll do this under Render Settings, choosing Edit and Render Settings and
04:51there's my scene fog color.
04:53In this case, rather than a sandy haze, which I was using in the daylight to haze
04:57out my mountain, I'll eyedropper straight from my sky and that will make this
05:02fog color a little bit brighter and a little grayer.
05:05So I'm fogging the scene with a deep gray.
05:07With that linear fog it mutes down the sand color in my mountains having that
05:11deep gray giving me the idea I'm out at night.
05:14Lastly, I'll adjust that directional light as it's still set for daylight.
05:18I'll pick the directional light in the hierarchy and change over the color and intensity.
05:22For moonlight, rather than choosing blue I'm going to choose an icy white.
05:27I'll swing the color over, swinging into blue towards purple, leaving in the
05:33color in the high whites but adding just a little bit of saturation in.
05:37Then I'll take the value down, clicking and dragging on the Intensity, and pulling
05:41this into the 0.2 range.
05:43When I play it again, I have the inky darkness I expect to see in a night scene
05:47and I'll make any interior or artificial lights, which I'll probably tint in yellow, really stand out.
05:53My Skybox looks like the night sky surrounding the wide desert with
05:59stone ruins off in the distance.
Collapse this transcript
Conclusion
Next steps
00:00Thanks for joining me for Texturing for Games in Maya, Mudbox, and Photoshop.
00:04I would like to recommend a couple of courses if you'd like to further your knowledge.
00:09Game Prop Creation in Maya, one of my courses, will take you into modeling assets for games,
00:14looking at low poly workflow and application of textures.
00:18If you would like to go more on the game authoring side, level design, and
00:22working in a game editor, Sue Blackman's course, Unity 3.5 Essential Training,
00:26is a great start, taking you all the way through implementing games
00:31and also the interactivity that makes it fun to play.
00:34I hope you've had as much fun doing the texturing for games as I have,
00:38and I hope you've learned a lot along the way.
00:40So get out there, pull up Maya, Mudbox and Photoshop and start making terrific textures for your games.
Collapse this transcript


Suggested courses to watch next:

Mudbox 2013 Essential Training (4h 14m)
Ryan Kittleson


Photoshop CS6 Essential Training (10h 30m)
Julieanne Kost


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