


I then went to to find some rust textures we could use on the tank to show how worn it is and to add some more texture detail. I was able to change the scale, contrast and intensity of this texture effect to make the tank look more high poly when in reality, the textures are doing all of the work. You can see here, I also added a grunge layer underneath the mud and metal. This made the tank look more battle scarred and worn down. I added a black mask and put a metal texture onto the mask. I then added a new layer and gave it a grey base colour. I then added a texture that also suited for a mud texture and changed the scale appropriately. I created a new fill layer and added a brown base colour to represent mud.

If we swap the settings around we get the opposite effect:Īfter adding new fill layers, creating masks and adding generators/textures ON the MASK LAYER, I managed to get a texture for my tank that looked like this. Here, if we have the metallic setting set to high and roughness set to zero, it makes the tank look reflective. Going into the property tab on the right, we are able to experiment with the roughness and metallic colouring of the tank. We left all other settings the same and then clicked Bake selected textures at the bottom right. We edited the output size and deselected the ID map under ‘Common’. It is important to ‘Bake mesh maps’ in the texture set settings before painting. This is where we can determine the resolution of our material. These are the materials that are set in Maya To get a clear block colour backrgound I can use the ‘Clear color’ underneath the texture slider. Shift + Right Click and Drag = rotate backgroundī – Cycle through channels (M to go back to normal)Ĭtrl + Right click + Drag – controls brush sideĬtrl + Right click + move up and down – controls hardness of brushĬtrl + Left click – rotates brush These are the settings used for opening a new project.Īfter experimenting with the Display Settings, I found out I could activate a background using F10. We needed to make sure ‘smoothing groups’ was selected and ‘Animation’ was not selected before saving the file as ‘Tank_Low’.

FBX can store a lot of information such as materials, textures and animation. We highlighted the Tank_Low group as an object and exported it as FBX. Metallic Map (compared with roughness) ambient occlusion map (AO Map) However, the displacement map clearly has a bumping edge. The bump map has a bumpy texture but smooth edges. This makes it very costly for the engine. A displacement map increases the level of polygons within your object.
