Duncan was one of two main characters in our game. I wanted to portray his curly hair, so I built a high resolution model, seen below left. I exported my Maya models to Xnormals and burned a normal and ambient occlusion map down to the game resolution geometry.
HiRes | HiRes Wireframe | LOD0 Wireframe | LOD0 |
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You see the normal map below. The ambient occlusion map was added to both the diffuse and specular maps as their base.
Normal Map | Specular Map | Diffuse Map |
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The Bob was one of our basic hairstyles. Light in polycount, under 600 polys, and still looks good. The normal map on this hair was created from 2D art in Crazybump.
Normal Map | Specular Map | Diffuse Map |