Posts Tagged ‘texturing’

PIE 1 Art, Modeling: Project 3c – Modular Metroid Environment Final

Posted on: October 23rd, 2012 by Adam No Comments

Class:
PIE 1 Art- Modeling

Assignment:
Use Maya to finish modeling, UVing, and texturing the Metroid environment from the previous two assignments. You may use a color map, normal map, specular map, emissive map, and ambient occlusion map. Each map can be up to 2048×2048. Be sure to use Maya’s layered textures for the color and AO maps.

Description:
Originally, I wanted to use the 32-bit textures straight from the game (Metroid Fusion), but I quickly found that making them look right in the environment was just not going to be possible (at least not without a tremendous amount of rework). You’ll notice that I did recreate and use some of the 32-bit textures such as the computer screen (which doesn’t show up in software renders for some reason…) and the vertical/horizontal lights on the back wall. Then I used the whole screenshot as a texture for the diamond/octagon screen in the background. Other than that though, I tried to stay relatively close to the source material.

The “revisions” mentioned in the image descriptions refer to the numbered save files I have for each model. For example, I have seven different files, each being more complete than the last, with the seventh being the final model that I turned in.

Tris: 12,970
Maps: Color (2048×2048), Ambient Occlusion (2048×2048), Incandescence (2048×2048), Normal (2048×2048)