After finishing diffuse texturing i have decided to add an ambient Occlusion and Specular map. Downloading the free program Xnormal (“XNormal web page,” n.d.), i have created an ambient occlusion map. The process can be achieved with a normal map however in this case i have used my diffuse texture twice, plugging it into the low and high poly plug in spots in the program. The maps that are needed are selected within baking options.
The ambient map produced from the complex physics generator in Xnormal is taken into Photoshop (Alvarez, 2016) . Most of the map had the desired effect however a strange warping occurred on the bottom panel of the pistol. I have learnt that this can be fixed with the smudge tool, as this evens out the smudged ares into a solid shade.
I have also learnt that the ambient occlusion map is combined with the Specular map as shadows are controlled by light and so can be integrated into the shine and gloss aspects of Specular.
The levels of Specularity and gloss is partially trial and error and after adjusting to the levels i wished i have set up lighting.
The lighting I have used is a combination of Omni lights and target. The intensity of the lights can easily be changed in the modify tab.
Animation of the pistol was particularly tricky and required more adjustment than i expected. I now feel more comfortable with the adjustments of key spacing and and animating various parts separately in the time frame.
After this step the asset is ready to render as an mp4.