Showing posts with label Texturing. Show all posts
Showing posts with label Texturing. Show all posts

11 May 2016

Learning to the Max!

If I want to fulfill my ambition of becoming a game designer, at some point I'll need to buckle down and learn 3ds Max. Today, I made the most of Digital Tutors by spending most of my afternoon powering through a tutorial on the basics of the software.


The process begun with the creation of a spline, which was then turned into a piece of 3D geometry. The fillet tool was used on some of the sharper corners to make them desirably rounder. These elements were then duplicated and attached with the bridge tool.


Separate polygon shapes were created, modified and positioned to represent the buttons and joystick. The screen face was duplicated and hidden, before a more shapely screen was put in place. 


The duplicated object was unhidden and positioned to act as a piece of glass - which would later be altered with mental ray materials. 



At this stage, the UV unwrapping could begin. All of the processes so far have been fairly similar to that of Autodesk Maya, so it hasn't been too difficult to follow through. I had so far followed the tutorial very closely, so I decided to use the texturing stage as a chance to make the model my own. As 'Spyro the Dragon' is my childhood favourite, I chose an array of images to use in my Photoshop file.



Using the material editor, I created several different plastics for the buttons, joysticks and rims which were individually altered to be either matte or glossy with varying colours. The backplate was input into the settings for the initial render:



I was pretty happy with the progress at this stage, but there were still changes that needed to be made. To begin with, the output ratio for the render was set to 1280x720 and use of the safeframes allowed me to reposition the object to fill the frame.

A skylight was created with a HDR spherical map input to gain better control of the scene's lighting. However, this was still very dark, so the lighting was ramped. A polygon plane was inserted to act as the ground, allowing a shadow to be placed.


I'm feeling pretty happy about my progress so far, so I am aiming to work towards building my knowledge every day through the use of Digital Tutors and YouTube tutorials until I feel comfortable enough to try my own projects.

23 January 2015

Remy in Full Colour

The textured UV snapshot.
Texturing the model proved to be very time consuming but completing the task left me with a feeling of accomplishment. I had many errors with rendering the textures with mental ray - many of which quickly resulted in a navy blue screen. I overcome this by exporting the texture file as multiple different image formats and found that bitmap solved the problem.



21 January 2015

Remy's UVs

UV unwrapping took much longer than anticipated, but is finally complete. Although Remy is not a photo-realistic fox, I am building a small collection of fox images from Google to use as reference for his potential colour and textures:
Reference for the body and tail.
Reference for the face - particularly mouth and ears.


When I began texturing the model, I found that (when applied) the textures were very low resolution. I have taken a new UV snapshot of approximately 8000x8000, which seems to have solved the issue.
A UV snapshot of the Remy model.