Friday 25 November 2011

Bump Mapping

The next stage to the head modelling is the bump mapping. First open the Photoshop image of the texture plate and convert the background layer to a layer by holding alt and double clicking on the background layer. Create another layer and place it underneath the texture map layer. Choose a grey colour and fill the layer with the grey colour.

Click and drag on the texture layer, dragging it down to the create layer button which will automatically create a cloned copy of the texture map. This is just in case anything goes wrong.

Next back on the texture map go to the desaturate option in the image drop down list. This takes away the entire colour from the image. Go to the image drop down list again and select levels and adjust the level of the histogram.

Next go to high pass located in the filter drop down list to set the value of the shade. Use the clone tool to smooth the edges left on the texture.

Next switch over to 3ds max in the material editor click on bump map and add the new map. Click on the bitmap and choose the mix option and the second port choose the noise option. Select fractual in the noise option and adjust the parameters. Back in the mix port adjust the percentage of the noise map.

Adjust the percentage in the mix port and the tiling in the noise port until the right effect has been achieved.

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