Texturing/UVing
Wednesday, 25 May 2016
Knife Development
After modelling two different knives and taken into account their features, I have decided to go with the blade and handle shown in the two images below. This was however, a very difficult choice as both models were very detailed and high quality models. Ultimately, the definitive choice was the correct choice in my personal opinion.
I like the style and natural unique look of the two assets - they will definitely serve as two very realistic models for my project.
Maya Handle Experiments
After experimenting with blade shapes in Maya, I decided to move over to the modelling of the handle, so the entire knife would be soon complete. Once again, I modelled two different handle shapes just so I could get two rough ideas, so I could pick from them later. I began modelling from the initial blade shape so the two components of the knife were attached.
The image below is my first handle experiment. Again, it is based off of my previous sketched ideas and finalised Photoshop ideas. Personally, I like the unique and natural look which as a whole makes it look professional and realistic. This experiment is possibly the one I will choose to move onto development.
Tuesday, 24 May 2016
Maya Blade Experiments
After I had my ideas written down and sketched, I moved over to Maya to start experimenting with blade modelling. I created a rough idea of the blade based on my initial sketches and ideas, and ultimately came up with the image shown below. The blade is a very nice shape and depicts the blade of a combat knife very well, as well as my finalised sketched ideas in previous documents. The large number of divisions helps it smooth out and look sharp when rendered.
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However, if I played the animation, the flag plane will simply drop to the ground. so I moved over to the physics settings.
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Once again, I found that a level of '5.732' for gravity would not suffice, so I altered it down to a level of 1 accordingly.
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The final result looked like this: |
Monday, 23 May 2016
This document shows the tutorial I used to create realistic looking render. As I followed a very quick and simply tutorial, I didn't encounter any problems with creating it.
Tutorial: http://cgterminal.com/2012/01/01/maya-photorealistic-rendering-tutorial/
Monday, 9 May 2016
Software Research
Software Research
For my software research, I went over to artstation and researched four different knife artists, and the software that they used.
Jason Poland is a third-year university student studying Computer Games Design. Jason focuses on 3D environments for games especially fantasy/dark fantasy themes, but also enjoys creating weapons like knives. He's also interested in level design/layout for multiplayer purposes and creating fun/fair levels for players. In the process of making Jason's knife, he used 3DS Max to model and render, Photoshop to create the textures, and xNormal to create the bump-mapping. I like this model because it's very simple, but still looks extremely realistic and professional. The textures are high definition and it is very well modelled. However, the colours are bland and doesn't stand out to the viewer. The way he added a bumpmap into the handle has intrigued me - I could interpret this idea into my own.
Florian Heutzenroeder is a self taught real-time 3D artist, mostly focusing on hard surface props and environments. For his model, he used Blender to model, Substance Painter for the textures, and Marmoset to render. This knife is possibly one of my favourite due to the sheer realism of the lighting - the second image is an up close image of the knife and looks very well structured and realistic, due to the render and lighting quality. This artist has made high quality textures, which adds an extra level of realism, as well as a slight bumpmap on each segment of the knife - if the light was to shine across the blade, the bumps in the knife would appear. The colour are definitely an improvement from the first knife but I get a slight cartoon-y vibe from it all - personally, I think the first knife has more detailed textures than this one.
Den Ovsyannikov is an artist on artstation who has not yet provided a summary about himself but his work is still presented well enough for me to understand his ideas and workflows. According to his page, he used 3D coat to model, Substance Painter to texture and Blender to render. Once again, this knife is definitely a possible favourite and is most likely where I'm gathering my inspiration from in the future. The way he completely disregards the bland colours and finishes it off with a solid black colour is very intriguing to me - the whole knife seems to be made of metal, so perhaps adapting this idea to mine could end with interesting results. Shape wise and colour, this knife is definitely my favourite. What could be improved, however, is the texture detail and the bumpmapping- in my opinion, they all seem flavourless.
Finally, Piotr Mierzwa. Piotr has also not yet provided a summary on his artstation page, so information about himself is unknown. He does however, provide excellent work - specifically his combat knife. For the production, he seemed to use 3DS Max to model and render, Quixel to texture, and xNormal for the bumpmapping. Piotr's knife is undoubtedly a well sculpted knife, but it unfortunately isn't my favourite out of them all. The sheer quality of the rendering reflects the light in a way that makes it look very realistic.
Den Ovsyannikov is an artist on artstation who has not yet provided a summary about himself but his work is still presented well enough for me to understand his ideas and workflows. According to his page, he used 3D coat to model, Substance Painter to texture and Blender to render. Once again, this knife is definitely a possible favourite and is most likely where I'm gathering my inspiration from in the future. The way he completely disregards the bland colours and finishes it off with a solid black colour is very intriguing to me - the whole knife seems to be made of metal, so perhaps adapting this idea to mine could end with interesting results. Shape wise and colour, this knife is definitely my favourite. What could be improved, however, is the texture detail and the bumpmapping- in my opinion, they all seem flavourless.
Finally, Piotr Mierzwa. Piotr has also not yet provided a summary on his artstation page, so information about himself is unknown. He does however, provide excellent work - specifically his combat knife. For the production, he seemed to use 3DS Max to model and render, Quixel to texture, and xNormal for the bumpmapping. Piotr's knife is undoubtedly a well sculpted knife, but it unfortunately isn't my favourite out of them all. The sheer quality of the rendering reflects the light in a way that makes it look very realistic.
As part of my Photoshop experiments, I decided to look into different sky textures on Google so I could take inspiration from them. After experimenting on Photoshop, I created the four textures shown above.
The first texture simply shows a cyan-blue background with a few clouds spread across - personally, I think this texture suits the environment and lighting of my scene, due to its natural colour and personality. However, the colours could be considered quite dull - it would probably need more vibrant colours to match my scene perfectly.
The second texture is slightly similar to the first texture, however I've darkened the background to create a night setting. I've also created less clouds to show the night sky better, and incorporated a spread of stars to add an extra level of realism. Once again, this experiment could be considered dull with fairly bland colours. I could consider increasing the contrast of the colours to get realistic and professional looking skies.
For the third texture, I've experimented with a completely different setting; instead of using clouds, I've incorporated some northern lights and spread it across the setting. I've also thrown in some stars to accompany the night sky. This however, doesn't really fit the environment and feel of my scene.
Lastly, the fourth texture is my personal favourite due to its sheer simplicity and realism. For the background, I've mixed a sky blue with a crystal blue to create a gradient, and created a sun to change the mood of the texture. For the clouds, I've thrown in some generic white clouds to express the mood and feel of the texture. There's nothing really to improve on this one and the colours as a whole are perfect and match my scene appropriately.
Wednesday, 4 May 2016
Throughout the process of this experimentation, I took the time to model each and every individual piece of the car, such as the wheels, doors, headlights etc. I encountered numerous problems during the process of creating this, for example, the tutorial was sped-up, so I found it difficult to understand what the artist was doing. I encountered this problem however, through patience.
To do this, I imported a solid plane image of the Audi R8 in its side view orientation. As you can clearly see, all I would have to do is follow the individual lines with shapes. This is exactly what I did but with polygon planes. I followed the individual lines of the car to create different assets, such as the window frame, door etc. The image shows me working on the window frame so it accurately matches the image behind it.
I did the same for every single part of the car on the right half, so it can be mirrored over afterwards.
I did this until I had the entire right side of the car in shape and accurate to the original model. The image below shows this.
To complete the car, I'd need to mirror the geometry on its correct axis so it almost reflects this part of the car, thus making it complete.
To mirror the car on its correct axis, I clicked 'Mesh', and then the little box next to 'Mirror Geometry'.
After the settings window popped up, I looked at the axis that the car was orientated on - in this case, it was -X, so I changed the mirror direction to -X. I know this because, if the geometry was mirrored on the +X axis, it would mirror the car to the right, rather than to the left.
Obviously to the left is where we want it to be mirrored, so I finished my settings and clicked 'Mirror'.
After a few seconds, the car was completed and mirrored. This mirroring did however, have a few problems with it, such as an unusual line cutting down the middle. I fixed this problem by merging all of the vertexes until they were perfectly joined.
After minor fixing from the mirrored geometry process, I decided to finish up on extra details on the car, such as the Audi logo on the front and back of the car, the license plate, and the wheels.
For the Audi logo, the process was very simple. I created one ring using the polygon tools, selected it, and clicked 'Edit Mesh'. From the drop-down menu, I clicked 'duplicate' which allowed me to move each ring into position, resulting in an accurate depiction of the official Audi logo. No general problems with this as I was working with very basic shapes and basic tools.
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