Nina Denning

Animation Student

IV. Baking.

Posted on 1 September, 2016  in MDU115, Uncategorized

So with my wrench, I didn’t build a low poly and high poly model, I figured my original was as simple and as detailed as I wanted it. This meant I only had to bake a colour ID map and an Ambient Occlusion. An ID colour map basically just says which part of the model a certain texture will go on. My ID map began by having the same colour on all objects that are the same, since they’re going to be the same material, I soon realised I needed to change this because the grain on some textures were opposite to the grain on the other part of the model. I went back and made a new ID map with a unique colour for almost every part of my model. Ambient Occlusion maps are used to determine how much light should be shining on parts of the model such as the corners and sides, this went well the first time.

 

Wrench_IDsrettre

My Colour ID and Ambient Occlusion.

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