Creating textures for games: Modeling and rendering wood planks
Introduction and workflow
This video gives an overview of the process of modeling a high detail object, and then rendering textures from it for use in games.
Creating and cloning wood planks
This video shows how to create the basic wood planks that will form the texture, and how to clone them to produce a tiling texture when rendered.
Creating materials and applying mapping
This video introduces the mental ray Arch & Design material for producing render passes. Additionally, the video shows how to apply UV mapping to the planks.
Sculpting details and wear
Using the Sculpt Geometry tool in Maya, this video shows how to add high resolution detail to the wood planks for rendering.
Setting up cameras
In this video, learners will see how to set up orthogonal cameras for rendering textures without perspective.
Lighting the scene
Using the mental ray Physical Sky and Photographic Exposure, this video shows how to light the high detail model in even light for use as a texture.
Rendering the beauty pass
This video shows how to set up the rendering of the model to produce the beauty pass of a texture at high resolution, including antialising and Final Gather settings.
Rendering mask passes
Using Surface Shaders, this video illustrates rendering mask passes to easily select parts of the texture for further color manipulation in post.
Rendering the ambient occlusion pass
This video demonstrates how to render an ambient occlusion pass from the high resolution model to add detail and depth to the diffuse texture.
Assembling the textures
Using Adobe Photoshop, this video explains the assembly of the rendered passes into a final set of working textures as part of a texture sheet for game use.