Sunday, 6 December 2015

ATAT Texturing

ATAT texturing

Texturing was important for the ATAT as the model is inherently one solid material. The detail and differentiation comes with snowy details and the worn effect on the metal.

  

1) The streaky effect required playing with some news procedural effects to achieve the worn metal. The noise map effect was not sufficient for this as the worn effect had to be vertical. After tweaking many of the parameters, making the lines thin and increasing their volume it created this effective worn metal effect on the body. The same was able to be used on the helmet. The procedural map was useful as it did not distort over the panel details at the back of head unlike a non uv mapped imported texture.

2) The medium level specular highlights and snow specs from the noise map are similar to those used on on the Snowspeeder. I chose to have these larger, spaced out snow specs on the legs to give the impression the snow is getting less frequent the higher you go up the model.

3) I felt the red of the front window only needed a solid colour. It is a small detail that will not be shown close up. Playing around with shades of red helped me realise a scarlet colour suited best.

4) As the feet will be the main part of any model that interacts with the snow, an effective snow effect was important. I eventually decided to use a gradient map to have the standard colour of the model at the top fade down into a noise map on the diffuse channel with fine specs of snow.


Good parts
  • Attention to detail on different parts with consideration of how they will interact and fit in with the scene
  • No reliance on potentially very high detail imported textures that could slow render time
  • Procedural map project and tile on model nicely without the need of uv mapping 
 Improvements: 
  • Snow detail on feet is very small and may go unnoticed on far away shots
  • Streaky effect is fairly repetitive and not as realistic as a worn metal effect  

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