Introduction to 3D modeling baking textures for game modeling learning-basic knowledge of textures

Baking a texture is actually converting the light and shadow relationship between the model and the model in the form of a picture, thus forming a texture. By controlling this texture on the model, you can get a fake but very real result.

The baked textures are: normal texture, OCC or ao texture, conversion texture, specular texture, fixed color texture, etc.

What is a sticker?

A texture is a small two-dimensional image that presents the final information of a certain surface. It is assigned to the surface of the wireframe polygon, giving the model its final appearance. The texture production skills are a key factor in creating the realism of the game. If you want to learn next-generation game modeling, you need free software tools and information packages, you can add q group 630838699 [ Poke me to enter the learning community immediately]

Texture format and size

Under normal circumstances, the texture will be completed in the image processing software. The texture will generally contain a lot of information and layers, and will also be stored in the PSD format. When the production is completed, the files will be merged into one layer and stored as JPG The format, in game production, is generally stored as TGA format. This is because these file formats include an ALPHA channel, which can achieve other texture effects.

The size of the texture is generally square, 2 to the N power, 256, 512. . . Since the game is rendered in real time, like the number of polygons in the three-dimensional space, the size of the texture will also require processing time. The larger the texture, the longer the processing time. Therefore, the maximum size of 1024 and 2048 textures is generally used.

Assign map

In order to make accurate textures, the designer needs to perform an operation called UVW unfolding to facilitate the production and modification of the textures.

The next-generation game textures are a set of textures that are a combination of normal textures, AO textures, inherent color textures, specular textures, bump textures, transparency textures, and self-luminous textures.

(1) Normal map: a map that records bump information

Generation method: Use 3dmax to pair the high and low versions of the same model together, and record the generated normal maps by baking the high-poly details.

(2) AO map: Ambient light occlusion map, which is used to block the diffuse reflection of the surrounding light when the object intersects or approaches. It can solve and improve the effects of light leakage, floating and false shadows. It mainly achieves better image details by improving shadows.

The AO map is not directly pasted on the shader after the model is made, but is used to draw the inherent color. Normally, it will be placed on the natural color material in the form of multiply on the AO map, which will make the light and shade of the object more realistic.

(3) Intrinsic color map: Normally, we take the sum of the color effects presented by objects under white sunlight into an intrinsic color. Intrinsic color refers to the color that the inherent properties of an object appear under normal light sources.

(4) Specular map: It is the bright spot on the curved surface of a smooth object, and there is a piece of light on the flat surface. It is related to the position of the light source and the camera. But it is usually a small white spot.

Production process: In the drawing of highlights, the inherent color map is generally decolorized, and then trimmed and adjusted. Note that the specular map cannot appear pure black and pure white.

(5) Transparent map

The transparency map is to show the color of the part that does not need to be displayed as the background color of the current dialog box, similar to a mask.

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Origin blog.csdn.net/shooopw/article/details/108703183