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~Creative and Technical 3D Modelling (Tessarect Cube - Introduction to Bump Mapping)~

Writer's picture: ArchieArchie

Updated: Jun 4, 2019

For this project I was set to use Mudbox to create normal maps which can allow for me to make models which may initially look very complex without adding anything onto the polygon count.

To start with, I took a cube with very little ploygons and extrudes, copied it and then pasted it into the the same scene. I bevelled this copy to make sure it would'nt concave inside Mudbox.

Model polygon amount (See faces)

In order to create the maps I had to send this model to mudbox and then stamp textures onto it.

Before I stamped textures on however, I had to ensure that I had enough subdivisions so I set it to 5 subdivisions. After stamping out my desired textures I exported them to create this normal map.

I went back into Maya and gave the normal textures to the model as a bump map. Now the model has a very refined texture which look very high in ploygons but in reality has exactly the same, this process will become very useful later on when I need to make large scale textured areas with a limited polygon allowance.

A detailed model texture without the need for a lot of polygons.

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