Week 16 - Material ID and Ambient Occlusion

 

Week 16 - Material ID and Ambient Occlusion

What Have I Learned This Week?

Material ID

Material IDs are texture maps that code areas of the UV for specific textures and materials. 

To start making a material ID, I went back to my Crimson Destiny 2 model I made and Unwrapped it to create a Normal Map.

To create a Material ID, I applied a texture to specific parts of the model. These specific areas were decided by breaking up the model into areas where different textures would be needed. Material IDs are made similar to Normals, where I bake the mesh with the texture colours into the retop in Diffuse settings. The textures must be coloured with incandescence high so that the colours are bright and identified by other programmes like Quixel Mixer. My first attempt at Material ID went wrong as I baked the model without changing the transfer to UV space so everything came out grey. This could still be fixed by taking the map into photoshop. 



Changing the transfer to UV Space

Ambient Occlusion

An Ambient Occlusion map is used in 3D production to create shading around areas of overlapping or clipping meshes. This map is easily created by applying an ambient occlusion texture to the model and rendering a map through render to texture using Arnold Renderer. 


Ambient Occlussion Map



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