Authoring Textures BO3

From COD Modding & Mapping Wiki
Jump to navigation Jump to search
The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.

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!