Lighter areas are shinier and more reflective than darker areas. The specular map works in much the same way as the bump map.
This doesn’t want to be full black, however: you only want a slight recess. The same can be done with the hand-painted layer which added chipped paint and worn edges. This will push these lines into the surface. As an example, take the layer you added first to mark out the panels and set it to full black. Think about how you want these to act on the model and adjust them accordingly. This is the base line, and will act as the level where the surface is flat.īegin duplicating the main layers, and move them over this base layer. In terms of your model, this will allow you to quickly add grooves, panels and other surface noise.īegin with a new layer which is filled with 50% grey. The colours dictate height, with white being the highest point, and black the lowest. If you have been sensible in your workflow and kept each Photoshop file nicely layered you can use these to help generate some nice bump and specular maps.Ī bump map, or height map as it is also known, is simply a greyscale image. Have already been working hard on them, you just didn’t know it. The good news is these needn’t be built from scratch. In order for you to include some surface relief and also make those worn-out areas stand out, you will need to build a few detail maps. Occlusion mapĮven with the diffuse map created and applied, your Loader still seems a little flat. You can do this by performing Modify>Convert>Smooth Mesh Preview to Polygons on each model. This means you only have two models in this scene now but don’t worry, this file can be treated as temporary - so don’t overwrite your existing save!īaking maps won’t currently work correctly on a mesh with Smooth Mesh enabled (that’s another limitation), so you will need to quickly bake the subdivisions. To make your life easier, combine all the elements which will be on the torso texture page, so you have a single model. Each stage you do to the torso can be transferred easily to the limbs. Let’s focus on the torso from here on so we aren’t repeating the same steps over and over.
These starter maps are also handy to use as a guide while you are painting later, as a texture page with lots of elements can sometimes be difficult to navigate. While you have the model ready, with its UVs neatly organised, it makes sense for you to let Maya generate a few starter maps for you.īaking out occlusion and diffuse maps will speed up your workflow while also adding more depth and realism to the textures. You are going to linger in Maya for a little longer now, and make Photoshop wait its turn.