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In furniture analogy, mapping is the process of painting every surface of the model in the game art. Once the 3D model (commonly used techniques include: photo scanning technology, alchemy, simulation, etc.) has been fine-tuned and optimized in detail, the mapping process begins, which is also the part of the game art style (pixel, gothic, Korean, Japanese, ancient, simple, steam, European and American) and character art details, in addition to using a lot of high-definition materials, the designer will also be required to Hand-drawn for the concept production, and then stored materials. Next-generation games will combine the above mapping to achieve better character texture and performance effects. ZBrush, Shader is a common method of normal mapping software.
Common mapping types and methods include normal mapping, baked mapping, texture mapping, intrinsic color mapping, metallic mapping, roughness mapping, diffuse reflection mapping, shadow color mapping, transition color mapping, highlight color mapping, highlight level mapping, glossy mapping, self-luminous mapping, transparent mapping, opaque mapping, transition color mapping, bump mapping, refraction mapping, reflection mapping, replacement mapping, AO mapping, ambient light masking mapping. Bitmap, Checker, Combustion, Gradient, Gradientramp, Swirl, Tiles, etc.
After the mapping is completed, lighting and rendering are required to add texture to the scene and character. Depending on the lighting characteristics, common lighting methods are flood, skylight, target spotlight, free spotlight, mr area floodlight, mr area spotlight.
Rendering requires the use of a renderer. Common renderer software includes NVidia Gelato, Gelato Pro, etc.
Mapping common materials (Material) introduction. Material settings are not set in stone, the specific also with the scene of the light to modify, here only to introduce the VR tuning. The most commonly used materials in our lives include stone, glass, fabric, metal, wood, wallpaper, paint, paint, plastic, leather. Most materials have their inherent color.
A. stone material
Stone has a mirror surface, soft surface, hard surface, concave and convex surface several. Mirror stone as an example, mirror stone surface is smoother, reflective, highlights are smaller. VR tuning method for Diffuse (diffuse reflection) – stone texture mapping, Reflect (reflection) – 40, Highlight glossiness – 0.9, Glossiness (gloss, smoothness) – 1, Subdivs (subdivision) – 9.
B. the fabric material
Fabric material commonly used is divided into the ordinary fabric, blankets, silk three, mainly according to the surface roughness and area respectively have different characteristics.
C. silk material.
Silk material has both a metallic luster, a certain degree of metal, the surface is relatively smooth, and fabric characteristics.
D. wood material.
The wood surface is relatively smooth, with a certain reflection, with a bump, high light is small, based on the surface coloring can be divided into bright, matte two.
E. Glass material.
The surface of glass material is smooth, with certain high light, transparent with reflection and refraction phenomenon.
F. metal materials
(a) stainless steel: the surface is relatively smooth, small highlights, blurred small, divided into the mirror, brushed, frosted three.
(B) aluminum alloy material
G. paint material
It is divided into glossy paint, with no light paint material. Glossy paint surface smooth, reflective attenuation is small, small highlights, no light paint such as latex paint, latex paint surface some rough, bumpy.
H. Leather material
Leather material surface has a soft highlight, a little reflection, surface texture (Texture) is very strong
I. Plastic material
The plastic material surface is smooth, reflective, highlights are small.
J. Wallpaper, paper
Material mapping needs to be completed after the anti-aliasing (edge softening) processing. Here to share mapping tips.
Mapping and UV have a close relationship UV size neat will affect the integrity and clarity of the entire mapping (complex streamlined irregular models, etc.)! If you are working on the efficiency of some software to show some complex models is a good choice (in addition to the number of very high surface models!)
It is recommended to use UVLayout, easy to start, and MAX has an interface to facilitate the timely look at the effect! If you use seamless mapping, you can use UVWmap to show some more regular models, adjust the U and V tiling. Shrink Wrap Shrimk Wrap then fit the mapping spreading!
Close-ups are generally on the volume detail mapping texture, the premise of the seam must be handled. This is the time to use Unwrap UVW manual fine-tuning, very time-consuming but can get the desired effect. Some mapping needs to draw their own bodypaint or Mudbox, etc., mainly for model mapping seam adjustment and texture direction, plane blur, scratches, etc.