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I created a different look for my game as you can see in the comparison of
the default-baked scene and the color-graded scene.
Adding Grime to Maps
The level looks great with the lightmaps applied; however, for a trash yard, the
scene looks way to clean. We need to introduce some dirt and grime to the scene.
This is quite simple to do in Photoshop. First, I created a grime brush preset as
shown in Fig. 8.30.
I then created a new layer and chose my preset brush, changed some set-
tings in the brush editor so that I could stamp the grime down by simply
left-clicking. I then began to stamp random dirt across the scene as shown in
Fig. 8.31. It’s important to be mindful of the seams as due to the nature of the
lightmap UVs, there are lots of seams and careless painting can really reveal
these seams as shown in Fig. 8.32.
FIG 8.28 The Exposure Was Adjusted
in Photoshop Using the HDR Toning
Tools.
FIG 8.29 Here You Can See the
Difference That Color Grading Your
Maps Can Have on the Style and Look
of Your Levels.
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Creating 3D Game Art for the iPhone with Unity
FIG 8.30 I Took a Grime Map from My Texture Collection and Created a Brush Preset in Photoshop.
FIG 8.31 The Dirt Was Stamped Across the Scene and Was Placed on Its Own Layer.
207
Creating Lightmaps Using Beast
FIG 8.32 By Painting Directly on the
Seams, You Can See That the Seams
Become Visible in the Lightmap.
In Photoshop, you can then adjust the strength of the dirt by adjusting the
opacity of the layer. Again, saving the file results in the lightmap automatically