This is where i place an accurate number of 3d rivets on a structure, in the correct locations, and unwrap said structure with the rivets in place. I then bake Ambient Occlusion for each rivet to a new texture and overlay that on to said structures texture.
This results in 3d look rivets being painted onto the texture, and works quite well:
This method avoids the problem of stretched textured rivets and incorrectly sized blobs on the texture, and also ensures the correct lighting is applied to each rivet, based on its location.
With enough texture resolution, a normal map could be made from this process. For the areas i have used this method on so far though, i do not have enough texture resolution to implement normal maps. Perhaps the V10 model, using 4096 pixel^ textures might be large enough.
As always, click on the pictures to see larger versions.
Thanks for following!
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