I've baked the occlusion for the high-res garage door and used it on the…low-res, as we can see here in this test and it looks pretty good.…There is definitely some detail showing on the door.…I still need to deal with the windows in the Alpha Channel, as we need to handle…the transparency slightly differently to go into Unity.…What I would like to do now though is get the normal map baked out, so I can see…how this looks with both the Occlusion and the Normal on that flat polygon, and…see if this low-res door really looks like the high-res one I have modeled.…What I've done here is unwrapped the low-res and I'm ready to project the…high-res on to it for a normal map.…
I will press F6 to go to the Rendering section and under Lighting/Shading, I…will choose Transfer Maps.…I am going to get out of Viewport 2.0 as with enough stuff showing, it's going…to bog down my graphics card with these large maps.…I will choose Render and Default Quality.…Now I can move around little bit easier, although, Viewport 2.0 is terrific for…
Author
Released
8/8/2012- Analyzing concept art for contours, texture, and shadow detail
- Blocking out the basic form of a building
- Modeling modular elements
- Planning for occlusion and texture stacking
- Creating the low-poly-count elements
- Planning a texture sheet
- Stacking UVs
- Transferring maps
- Baking occlusion and normal maps
- Drawing detail at the right size
- Painting layers of dirt and wear
- Adding lights and refining materials
Skill Level Intermediate
Duration
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Related Courses
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Game Character Creation in Maya
with Chris Reilly2h 58m Intermediate
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Introduction
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Welcome39s
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Using the exercise files1m 37s
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Setting up the workflow5m 45s
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1. Anatomy of a Low-Poly Model
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2. Modular Planning and Blocking
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What is a module?3m 15s
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Designing modular elements6m 29s
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3. Modeling Building Elements in High Detail
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Adding foundation elements8m 28s
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Improving building details5m 35s
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Building an island and a canopy12m 53s
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Constructing high-detail doors11m 39s
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4. Low-Poly-Count Elements
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Adding door elements7m 43s
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Building a roof4m 11s
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Modeling light-tight walls5m 14s
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5. Unwrapping the Elements
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Mapping UV projection types7m 33s
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Moving and sewing UVs7m 34s
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Planning a texture sheet10m 49s
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Stacking UVs9m 42s
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6. Transferring Maps
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7. Planning and Constructing Texture Sheets
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Drawing detail at the right size13m 22s
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8. Importing into the Game Editor and Testing
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Refining materials14m 22s
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Conclusion
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Next steps17s
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Video: Baking a normal map using the Transfer Map dialog