Showing posts with label Maya. Show all posts
Showing posts with label Maya. Show all posts
Monday, 4 December 2017
Santa sleigh Texturing done
This is Santa sleigh which is almost finished in the 2 images i have 2 different versions one with the gold on the outside of the spirals and one within based on other peoples feedback will help me decided upon which i choose. all of the Texturing has been done in substance painter. I still have some polishing to do to make some of the edges straighter and cleaner as well as making sure all of the lines are the same size.
Overall i am happy with the progress of the sleigh while they are improvements to make which i intend on doing i believe its a good standard and once the polishing is done i'll be ready to submit it before the deadline.
Wednesday, 11 October 2017
Santa's Sleigh Low to High Poly
This is Santa's sleigh On the left is the low poly version and on the right i have the beginning of the High Poly version currently i am smoothing it to keep some of the edges which i want to look more metallic i am creasing them so they hold the position better. For My high poly i also intend on making indentations to add a effect. (see below for example)
I will be trying to attempted something like the white spirals but my own one which i will indent it into the sleigh to make it look more 3D and high quality.
Peer Feedback
Asset Owner Name
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Ryan
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Assessor Name
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Georgia
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Preproduction
|
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Do they have enough research images to inspire them?
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There is a number of different sleigh references.
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Do they have enough reference images? If so how can you
tell? If not why and what should they do to fix this?
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There is enough references to build a model from including
drawings.
|
Do they have a plan for what their high model will look
like and what their low model will look like? Do you think this plan will
work, if so why? If not what would you suggest?
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There is no plan so far, however there is drawings for the
model.
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There is a sufficient amount of drawings referencing the
sleigh model.
|
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Production
|
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What is the topology of their model like?
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The topology is stretched in certain places. This should
be fixed in order to make the high poly model simpler to create.
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Are there any technical issues with their model?
(Overlapping faces, n-gons, tris, isolated vertices, etc.)
|
No, there is no technical issues occurring.
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What is good about the quality of their model?
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The quality of the model is good, it clearly looks like a
sleigh. I like the minor details and the symmetry of the model and it looks
as if it’s carefully been modelled.
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What could be improved with the quality of their model?
|
When the high poly model is built, I think some of the
harsh edges should be smoother and edges should be bevelled. However not all
of the model should be smoothed as that would give a cartoon effect.
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What
should they do next and why?
|
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Once the low poly model is unwrapped, you should focus on
adding more detail to your model. It looks really good right now as a low
poly model but it should include more detail later on.
|
|
As a Result of this feedback i am going to Go through the edges and straighten them up as well as add more where need to reduce the stretchiness on them. Currently I am UV mapping the low poly model which then I'll begin to bevel and some extra things to the sleigh. I have already fixed some of the edges which didn't noticed were issue until overlaid the Checker board UV map on them.
Wednesday, 4 October 2017
Santa Sleigh Update 4th October
This is the updated version of Santa Sleight Since last time i have added The lamp which is still going through changes as i can't settle on one which i like, The Presents and the Bar for Hooking the Reindeer to has been Improved a bit. by giving it more space.
This is what i would consider to be my low poly work done and i'm going to start the uv mapping for the high poly model i am going to bevel the edges and Do some Bump or normal maps which i will likely do in substance painter.
Tuesday, 3 October 2017
Santa's sleigh
This is Santa's sleigh which is being used a model for both my creative and technical as well as my imagine worlds project I am making the sleigh so i have the basic slay done and i'm beginning to start making the lamp to go on the front as well as some presents. This Sled is the low poly version i have so indentations and other things to make it look better for the high poly version. I also will be adding some more Bevels to smooth it out a bit.
Wednesday, 6 September 2017
Testing Substance Painter
Substance Painter is a tool which allows you to texture UV with a wide range of brushes and effects it has a UI which is close to Photoshop to its not hard to pick up and it allows for a large veariation of effects and patterns to be created. For example I have used a wooden Material on the base and added a red tint to it. The Model its self i Put a full Metallic spry on it to make it more shiny. This is an alternative way you can texture UV.
Thursday, 11 May 2017
Industry Standard Model Low Poly Version
This is the low poly version of my steampunk submarine controller i have a mix of leavers and cogs to make it seems more complex as well as the pipes which were made using bend deformers which are one of my personal favorite bits as it helps to make the steampunk aesthetic. As its Low poly all of the tubes and circular objects have visible sides the exception is the bend pipes as they needs the subdivisions to bend. The Entire model has been colored with lambets his is to help the individual parts stand out more as otherwise it would be hard to tell it apart with it all being grey. This also helps as i color coded it for example all of the pipes are green buttons/leavers are pink and the base model is yellow this makes it easier to see what is connected to what.
Friday, 7 April 2017
GDI Juggernaut Base Model
This is the Untextured Unrendered Model of a GDI Juggnaught from the Command and conquer series, My next Step is to texture it.
Thursday, 23 March 2017
Planning the Scene 23/03/17
For the first part of the Industry standard model project we had to come to a decision of a theme to use after some discussion we decided upon doing a steampunk Submarine with us building the insides and the landscape around it. We are taking Inspiration from crash Banicoot and Rachet and Clank for the style of the models.
I'll be Making the control panel of the submarine with big button and leavers with plenty of exposed cogs to give it a nice steam Punk feel.
Thursday, 16 March 2017
Normal Map Research
A Normal Map allows you to add depth to your texture this means you can add more detail while allowing a lower poly count this is useful for low poly models to still be able to have detail. The Detail is Created Through the use of shading and light to create the illusion of the higher detail.
The Bump map is an older version which uses RGB and gray scale values by using this Bump maps are easy to modify in Photoshop as well.
I have been Doing Normal mapping with Some Unforune results I have attempted to get something and i have basic Normal map with some depth intentional ir look like some sci-fi box with wires all over the place
I 'm going to have another go at making the box and make it more simplifed as then mesh is causing problems with the baking.
The Bump map is an older version which uses RGB and gray scale values by using this Bump maps are easy to modify in Photoshop as well.
I have been Doing Normal mapping with Some Unforune results I have attempted to get something and i have basic Normal map with some depth intentional ir look like some sci-fi box with wires all over the place
I 'm going to have another go at making the box and make it more simplifed as then mesh is causing problems with the baking.
Thursday, 9 March 2017
09/03/17 Low Poly Renders
This is the final renders of the low poly wacky races task the first image is my Ice Cream truck with the wire frame which was the main model i made its only using 300 tries out of 1000. The render has both a wire frame and a standard image the pig has a use background to show off the background, The Previous ones were done before i could set up the use background. The Main image Contains all of my models and the rest of my group with the environment.
My Ice Cream Truck is one of my favorite models as its simple and the use of soft selected for the cone. Even with the various issue i had with it. Over all we have worked well as a team with good contributions on all sides.
Thursday, 2 March 2017
2/03/2017 Low Poly Task Update
For the Low poly group task we have a large amount of assets all textured and spread around the environment today i made a jet-ski to fill the water as it was lacking so we also added other water based items. I also got the Ice cream truck fixed as it had shading issue to fix it i had to change it from soft edges to harden edges this fixed the shading issue i also used target weld to fix a few issue where they were gaps.
Overall the task is coming along well with a large variation of models and will likely be ready to be presented
Thursday, 16 February 2017
Low Poly Task
Thease are 2 of my low poly models i have made form the group task the pig is low poly and did not cause me to many problems when creating it and i am overall happy with the pig.
The ice cream truck on the other hand has been causing problems at every opportunity as you can see it has a base shadow on it off some issue with some vertexes and edges i have reduced the effects significant by removing vertexes and drawing new edges on to it.
The Low poly task has been interesting to work under the constrained of 1000 tris in most case's i have not hit the limit but finding ways to reduce the number of them has been fun from removing parts you will never see ( The pig does not have a a bell or feet). My group has worked well to make a full low poly environment with a large collection of models to go with it.
Thursday, 12 January 2017
Animation and cameras 12/1/17
This lesson i continued to work on my indent project i finished off the texturing on my slide making it red and white once i had finished off the slide i imported it and begun to work on the animation. the clapper goes up the slider then down it. I ran into a problem which me or my peers were unable to explain this happened when i tried to parent the clapper board with the handle on it, this caused it to flip around while moving it.
I learned about the use of cameras in Maya how to place them, there effects and the use of depth of field allowing me to make a certain object standout more or less.
Wednesday, 11 January 2017
SpaceShip Submission
This is my final spaceship fully textured, rendered and designed with a background I put in from Photoshop.
The space ship was made in Maya using mostly the extrude tools and the muti cut/ insert edge loop this allowed me to be able to make all the shapes I have of the original cube. This ship is the 3rd one I made before I was happy with it the original had many issues with overlapping and I decided to just scrap it and restart with a new less complicated one.
Once I had finished the Ship I begun the leanthey process of UV mapping the space ship I used the planar map to do it. I then unfolded it and spent some extra time moving the UV's around to make a similar shape to the space ship, this made it easier to texture it as everything was correctly located.
When texting I moved by UV map into photoshop and begun to texture it I started off by using a metal design as the main material which covered most of the ship and then did the more specific details such as my picture looking out the cockpit window.
The final part was lighting and rendering I used 3 point lighting with a tint of blue this made the spaceship stand out more. When I rendered it I ran into an issue with a face not appearing in the render this was fixed by recreating the face.
I then put it onto a space background which I edited the color to make the sun stand out more and look more threating, I added a shadow to the ship under the sun and to finish off I added a fleet of ships in the background getting closer.
The space ship was made in Maya using mostly the extrude tools and the muti cut/ insert edge loop this allowed me to be able to make all the shapes I have of the original cube. This ship is the 3rd one I made before I was happy with it the original had many issues with overlapping and I decided to just scrap it and restart with a new less complicated one.
Once I had finished the Ship I begun the leanthey process of UV mapping the space ship I used the planar map to do it. I then unfolded it and spent some extra time moving the UV's around to make a similar shape to the space ship, this made it easier to texture it as everything was correctly located.
When texting I moved by UV map into photoshop and begun to texture it I started off by using a metal design as the main material which covered most of the ship and then did the more specific details such as my picture looking out the cockpit window.
The final part was lighting and rendering I used 3 point lighting with a tint of blue this made the spaceship stand out more. When I rendered it I ran into an issue with a face not appearing in the render this was fixed by recreating the face.
I then put it onto a space background which I edited the color to make the sun stand out more and look more threating, I added a shadow to the ship under the sun and to finish off I added a fleet of ships in the background getting closer.
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