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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.
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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.