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BrianStevens
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brian@Crustymuffin.com

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These images will show how I create high-poly window models and transfer that data to a tiling building texture. That texture is later used on a simple building game mesh that is very flat on the surface. This process gives you the ability to get the maximum amount of visual depth for a flat plan game model.

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A simi-high poly model is made in Maya that captures the shape and form of the window frame. In this case we needed the windows to look skewed and open at different angles so the lighting picks up different spec angles. The AO and normal information is then transferred to a flat plane in Maya later used in our Shader.

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Without the wire frame on, this image better shows the angle of the windows I want to capture in the transfer data. The box on the ground is to provide the model a ground plane to create AO rendering to the bottom of the window where it meets the ground. This is key to help create a solid contact shadow look in game.

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After the maps are captured I created a diffuse, spec, with the AO data and used the Normal map in the shader. The bricks were made using a basic bump map tool and tile behind the windows in the shader. It's good to note that in most cases bump generated from photos or textures works well for surface detail but the form is best captured from a model so you can control the look of the depth. This is the results of this process tiled on a flat plane.

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