视察贴图创建.docx

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视察贴图创建.docx

视察贴图创建

Creatingatextureusingparallaxocclusionmapping

1.Creatingyourhighpolyobject

1.1Technicalrestrictions

Parallaxocclusionmappingcanonlybeusedontilingtextures.WhenusinguniquebakesitwillproduceerrorsonUVbordersandnotworkcorrectly.

InCryEngine3,POMisaDirectX11onlyfeaturesoyouwillhavetousetheCrysis2Editor,CryENGINE3SDKdoesnotsupportPOMyet.

1.23DStudioMax

Modelyourhighpolymeshandprepareitforsculpting.Makesuretohaveanevenpolygondensityinordertomakesculptingaseasyaspossible.

Model,createUVcoordinatesandexportyourlowpolymesh.Exportyourhighpolyfloatinggeometry(inmyexamplemeshthefloatingholes)andyourbasegeometryasaseparateobj.

1.3SculptinginZbrush

Importyourobjectandfloatersasseparatesub-toolsintoZbrush.Inmycase,I´veonlyaddedsomeweatheringtotheedgesofmymeshusingthe

Trimdynamicbrush.Exportyoursculptedbasemeshandyourfloatersincaseyouaddeddetailtothem.

2.Bakingusingxnormal

OpenXnormalandloadyourlowpolymeshunder"lowdefinitionmeshes"andaddyoursculptedhighpolybasemeshandsculptedhighpolyfloatersunder"Highdefinitionmeshes".Makesuretoenablethe"Normalmap","Heightmap","Bakebasetexture"and"Ambientocclusion"checkboxes.

SincewewanttousethetextureinCryEnginemakesuretosettheNormalmapsettingstoX+,Y-andZ+.

Enableinteractivenormalizationinthe"Heightmap"settingsaswell.

Clickon"GenerateMaps"andwaitforxNormaltocomputeyourtexturemaps.Afterbakingtheheightmap,the"xNormalInteractiveheighttonemapper"willpopup.Enable"Debugmin/maxclamping"andadjustthesliderssothatasfewareasaspossibleshowupindebugcolors(red,blue).Thismeansthatyourheightmappickeduptheentirerangeofheightinformationinyourgeometry.

3.TexturinginPhotoshop

Loadyourbakedmapsinphotoshopandusethemtocreateadiffusetextureforyourobject.Sinceweusedfloatinggeometry,theheightmapwillbewrongontheseobjectsastheywerefloatingontopofoursurface.Youhavetomanuallymodifytheareasofyourfloatinggeometry.

Proceedwiththefollowingsteps:

-Loadtheheightmap

-Observethatthefloatersarenotflushwiththeunderlayingbasesurface.Theyhaveamuchhigherbrightnessandhavebeenbakedastheyareintherealmesh

-Usethebakedbasetexturefromxnormaltomaskyourfloatinggeometryandapplya"Levels"adjustmentlayer.Adjustitsothatthefloatersmatchthe

 underlayingsurface.

-Saveyourtexturesina512x512resolution.Usethe"Diffuse_lowQ"presetforthediffusemapandthe"Normalmap_lowQ"presetforthenormalmap.Storethe

 heightmapinthealphachannelofyournormalmap.

-Icallmydiffusemap"plate_DIFF.tif"andmynormalmap"plate_DDN.tif".Iamusingsuffixestoseperatethedifferenttypesoftextures(_DIFF=diffusemap,

 _DDN=normalmap,_SPEC=specularmap)

4.ShadersetupinCryEngine

POMiscurrentlyaDX11onlyfeaturesoyouneedtousetheCrysis2EditorwiththeDX11Patchinstalled.

Openanyofthelevels,IusedDowntown.Inyourrollupbar,selectbrushanddraganddropa"primitve_plane_noproxy"cgfmeshintotheviewport.

OpenthematerialEditorbypressingmandrightclickintheleftcolumn.Select"AddNewMaterial"andcreateamaterialcalled"pom.mtl"in"\Crysis2\gamecrysis2\Objects\pom\".Thelocationandnameofthematerialisnotcrucialanditcanbecreatedwhereveryouwanttoplaceit.

Oncethematerialiscreated,pleaseaddthefollowingsettings

Assignthematerialtotheplane(Selecttheplaneandclick"AssignMaterialtoSelection"inthematerialeditor)

HereisanoverviewofthefeaturesimportantforPOM:

-The"Parallaxocclusionmapping"checkboxenablesPOM

-"POMDisplacement"adjuststhestrengthofthedisplacement

-"POMheightbias"adjuststhelevelthatthedisplacementisbeingappliedto.

-"Selfshadowstrengths"adjuststhestrengthoftheself-shadowing.

Sincethistexturedoesnothaveitsownspecularmap,makesuretoadjustthe"DifGlossamount","DifGlossbrightness"and"DifGlosscontrast"valuestousethediffusemapasaspeculartexture.Youcandownloadallthecontentfromthistutorial(Zbrush4.0andPhotoshopCS3orhigherrequired)here.

-back-

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