Authoring Textures BO3

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From Theory to Practice

  • Artists paint unlit surface features and properties into textures.
  • Specular colors have been determined from measured Indices of Refraction.
  • Diffuse colors have been measured using cross polarization photographic techniques and analysis of various color spaces.
  • ALL TEXTURES MUST BE AUTHORED IN 16bit!!!
  • Everyone must leave room for everyone else.
  • There should be minimal duplication of information.


Authoring Normal Maps

  • This is the most important map of the bunch. Highest resolution, most detail.
  • Bake from a high-poly. model with your package of choice.
  • We compute variance based on the roughness represented in the normal and modify gloss.
  • Detail normal maps should beused to represent anything smaller than 1/8th of an inch. Detail normal maps contribute to gloss variance as well.


Authoring Diffuse Textures

  • No values below 40, none above 238. This leaves room for lighting.
  • Exception: In the case of a pure metal, this map should be completely black.
  • Start with a flat color swatch to represent the unlit base color, or reflectance, of your surface.
  • Do not paint AO or highlights of any kind into the diffuse map.


Authoring Specular Textures

  • Most of the time you should be skipping this step.
  • In the case of a surface with bare metal showing, you can create a specular mask.
  • Start with a white texture and paint all the parts that are not pure metal black.
  • Touch up the areas around your metallic areas with grayscale values to simulate some dust coverage, or light pitting.


Authoring Gloss Textures

  • Start with a fully white texture, to represent the glossiest that your surface will be.
  • Set the gloss range in APE to the appropriate surface type.
  • If the presets in APE don’t work, you can select custom and dial in the high and low gloss thresholds to suit your full range map.
  • Paint the least glossy parts of this texture completely black.
  • There is a separate power point that goes into further detail on gloss maps.


Authoring AO Textures

  • Bake these with your favorite tool, just make sure they aren’t too dark.
  • There should not be AO across your entire surface, this will make your model get very dark in shadow and look flat.
  • AO only affects the indirect lighting: reflection and bounced diffuse. Otherwise, your model would look like it had creepy moustache growing all over it.

Sources

Treyarch!