To create the texture for my Honours, I first start by getting a free source texture from a website like CGtextures.
Below is a the basic instruction of how I create my textures and parallax mapping.
The source image was a high res image, but was not seamless. so I created a seamless texture using photoshop. the Final seamless textures was then weather and save as a 512x512 texture
I was now at the stage where I had a defuse brick, from this I could now create the normal, specular and add parallax mapping. the Create this first I had to create a normal map. so I created a height map (bump) from the clean seamless brick texture.
I then added the height map to crazy bump (a normal generating program) after tweaking the options in the crazy bump I got the look I was after. I then create a alpha channel for my normal map in photoshop and add a image that looks like the oringal height map, but with one difference, it has slight blur to it, so the brick to mortor tanitstion better.
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Left (normal map) right (aphla channel) |
Parallax material in UDK break down and tweeking the paramitors.
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Brick material in UDK with just Defuse |
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Brick Material with Defuse and Normal maps |
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Brick Material with Defuse and parallax mapping |
Parallax mapping works by adding a bump off set to the normal map and choosing the aphla channel I create as the off set. the glossieness the he brick will go when I add a spec map. I think this a greate techque and I will be using on other surfaces like floor and roofs, Any surface that is flat. as test with mesh like the bessemer produce some bad results.