Thursday, 21 April 2016

Adaptation B - Completed UVs

Finally, all of the UV'ing, texturing, Normal Maps and Ambient Occlusion maps are completed. Normal and ambient occlusion was created using xNormals.

I had to modify the process on xNormals for ambient occlusion to better use the UVs set out in the high-poly mesh.

Not all of the model has normal maps as some came out disfigured on the meshes but almost everything (par the bolts) has an ambient occlusion map attached.

The two principle shaders used were Lamberts and Phong shaders. I used Lamberts for most of the materials and used the Phong shader for shiny parts of the model.