Imagined worlds: 3

This week i finished the texturing of my first building, It took a bit longer than i originally thought it would, due to the fact that my uvs weren’t done correctly. Each time I tried to bake ambient occlusion onto the building, it would not bake correctly since my uvs were out of place. So i had to go back and fix them. However I am content with my final result, and believe that it will look good in the scene.

Building 1

Building 1.2.2

I am satisfied with my work on this building, however I would like to change the amount of normal maps I have added to the low poly. As all I have added is the indented strip going around the building.

Building 1 amient

 

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Imagined worlds: 2

This week we began the modelling of our 3D imagined worlds scene.We bagan by blocking out the scene and deciding who will work on what. The buildings were split between us, and we will be making 3 each, the rest will be duplicates of the ones we have already made, with small variations.

imagined worlds

I have nearly finished my first building. I have modeled the high poly and need to bake it onto the low poly.

imagined worlds2

Substance painter: class introduction

 

turtleDuring class today, we were introduced to substance painter. We were taught the basics of how to set up a project and paint a model. However since I have used substance painter for a few months now, I already knew the basics. Instead I looked at more advanced techniques, such as emmissive materials. However they are not shown in my model, as I had to restart several times. The model shown is a quick attempt at making a squirtle.

Imagined worlds

For my imagined worlds task I decided to go down the route of 3D modelling as that is what i want to be my focus for the rest of the year. I am in a group with 3 other people, Billy, Steven and Tazz. We had the idea of creating an underground city, at first it was going to be junk or scrap houses, and then we moved onto slums. I thought it would have been good to build the scene using sandstone type ruins, however that was quickly outdone by the idea of making the scene cyberpunk themed. An alleyway or a market/Plaza, we are currently unsure on what to create. However, I believe we are set in making the scene mostly cyberpunk and as bright and flashy as possible. We have separated the roles of the group accordingly. Billy will  be creating the environment, like the cave walls, and he will also be assembling the scene in unreal engine. Steven will be creating small props and will help with texturing. Tazz will also be creating small assets but will also be creating concept art. As for myself, I will be creating the larger assets like buildings and market stalls if we need them.

Portfolio reflection

Over the last few weeks i have not posted much of my work, as I have been working on my portfolio. However now that I have presented my portfolio and it is out of the way, I can start working on posting more work to my blog. But not before i reflect on my portfolio. I believe it went well, better than I ever expected. I ended up getting a merit. The work I had presented was high quality, however I was told that I needed to spread my time around my work more. I had mainly focused on 3D modelling and hardly did enough work on other subjects. However that is what I will need to do in my second year, so I will need to continue to do what I am doing.

High Poly asset: 4

Since the last blog post I made, I have imported the cloth model into substance painter and have textured it. I have then exported all of the textures for the model back to Maya and have made several renders.

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Currently the model is good enough to use as my final piece, in my opinion. However, I want to make the lighting a little bit lighter, It is quite dark and hard to see in these renders, however there are parts of green and brown on the pallet that do not blend properly, and it looks quite weird. So I will be fixing them for the next blog post.

Other than these two things, I believe I have done quite well on this model.

Here are some renders of each part of the asset by themselves:

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High Poly asset: 3

Since my last blog post I normal mapped the barrels, in an attempt to make the barrel look more dented and messed up, as I am trying to create a rough post apocalyptic feel.

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The high poly barrel has 1500 tris, while the low poly has 900 tris.

I have also imported the Barrel and Pallet into Substance painter, with the normal maps plugged in. Here is what i currently have.

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High Poly asset: 2

table 1.pngI have begun to model my asset, I have the low poly versions of each part of the desk, the pallet, barrels and cloth. I also added the heads of nails sticking out of the top of the pallet, although they are hard to notice. I used the Ncloth tool with the silk preset to create the cloth, I also attempted to texture the cloth in photoshop.

I have UV unwrapped the pallet, barrels and the cloth. However I will have to redo the cloth, since I have moved the position of the pallet since i created the cloth, meaning the cloth wont fit correctly.

High poly asset: 1

Our class has been split up into groups, consisting of 8 people. Each group has to produce a high poly environment, however each person has to produce their own asset, and on the final day each asset will be put into the same scene. Our group decided to go with a post apocalyptic theme, and I was tasked with creating a desk, or table. As the scene is going to be set inside of a safe room, or bunker like area.

At first i thought I was looking at normal like desks that you could find in most houses, and I was going to scuff up the model to push across the rough environment. However, I decided to make the desk more like a makeshift pile of junk. Making seem like the person living in the room had thrown together the desk with whatever they could find, I feel like this pushes across the post apocalyptic theme more so than the previous idea. The desk will consist of barrels as stands and a wood pallet for the actual main part of the desk. I then realised that the desk seems a bit too bare, and that the gaps in the pallet do not help. I decided to add a cloth to the top of the desk. (Maybe a worn rag, or stitched together cloth that the person living in the room found).

Post Apoc table

This is a rough idea of what i want my asset to look like, two different colored barrels, supporting a wood pallet covered in a cloth.

Normal maps, Displacement and Bump maps

Normal maps: Normal maps are maps of the 3D modelling using colors consisting of red, green and blue. These RGB values translates to x, y, and z coordinates, allowing a 2D image to represent depth. This way, a 3D application is able to fake lighting details based on the color associated with the 3D coordinate.A normal map is commonly used to fake high-resolution details on a low-resolution model.

Displacement: Displacement mapping is an alternative technique to bump mapping or normal mapping. It uses a procedural texture or height map to cause an effect where the actual geometric points over the textured surface are displaced. It gives the surface a great sense of depth and detail.

Cartesian transport

Bump Maps: Bump mapping is a technique in 3D modelling for creating  bumps and wrinkles on the surface of an object. This is done by changing the textures of the model to Black and white. The white parts of the surface are raised, and the black parts are lowered. Unlike displacement mapping, it does not change the actual surface area of the object.Bump map.png

DSwordRender2.png