For my architecture project i made a old banks pub which was i go past everyday on my way home and thought of doing it as a project, it was very exciting making a building which i never did before; i also followed the brief as it said it has to be old and interesting. Which it definitely was and i was very happy for that. Moving on from it was my first time making tillable textures and after many attempts on trying to make it flawlessly tillable i actually did; it obviously had errors there and there however i did my best to get it just right and represent the exact building in real life.
following all the necessary precautions such as the tri count and the texture limit i think i did a good job and it looked very alike the actual building; im very proud of the my project, learning lots new and great techniques.
Monday, 18 November 2013
Friday, 8 November 2013
Van
To start, this
project was very interesting as in actually get to make a vehicle for a game.
Having played several racing games I wanted to see the work put to making
virtual cars. The brief indicated to get individual reference for a ford
transit, being a very dull car to model I was still very thrilled. The
reference is mainly used for the textures because the vehicle has specified
dimension that you can’t model from pictures because of perspective and
distortion. We were allowed to get the dimensions / orthographic from the
internet.
However I encountered issues as all the images I got
couldn't line up for the vehicle I was doing, I didn't want to change it
because I had a lot of photos taken of the specific van I wanted to model which
was the ford transit short wheel base 2012.
(The reference image)
Despite it looking perfect, I tried all I can to make it
line up so I can model it easily however it was not possible due the guy that
actually made it resized different proportions from the front.
However the pictures for textures I got was pleasing and
indeed very helpful – (found in the reference images folder). Looking at them
you can see that the majority of the photos are not the vehicle I’m doing
however in terms of texture and parts its identical to the vehicle I want to
do. So the compromise is ok.
Moving on to the first stages of modelling the reference
image did line up; barely but it did. I assured myself and continued to model.
Getting the box model done and blocking the main shape and not focusing on the
detail was my main priority because detail can be added later by either adding
more polygons or through normal maps. However I choose to do it through geometry
which was a big mistake.
Doing that my typology got ruined however as there was other
projects that needed to be done time drew nearer and I keep forgetting where
the problem was and continued to model. Finishing the modelling stage the UV’s
told me where all the problems were, so in my opinion I was fixing more than
actually progressing my work. Eventually I finished it but still had a few
problems with it that didn't fix.
Some triangles and some other parts that couldn't be linked
because Max didn't want to. Another way I checked for mesh errors is using mud
box, it tells me what errors there are and where they are on my model. Very
convenient for last point check-up’s.
I use mud box when I finish modelling and go into UV’s
because then I have a chance for making my UV phase fast and easier without worrying
about typology, if I use mud box after UV-ing I have to recreate the UV for
part of the mesh which was incorrect. A very bad approach.
This is telling me what the problem is with a description;
for a newbie like me this is very knowledgeable information. If my mesh is 100%
correct which 90% chance of it not being. It will go straight through without
error messages.
The red dots indicate where the errors are, so I can look
and go back and check them. I use this technique in my workflow every time.
UV’s being done I go into texturing which is I believe
harder than modelling because achieving realism is hard without proper
textures, my pictures for textures had a lot of lighting problems and as for
being a vehicle it was obvious. I wanted to at least get the base texture of
the van right. After many tries fiddling with colors around pure white I
choose a white bluish tone for my base color because I think it matched it
perfectly.
After that the texturing was fairly straight forward and I
was able to do them without any pressure using marmoset tool bag as a live
renderer as it updates every time I re-save over my old texture I can visually
see what I’m doing right and what needs to be done. Again very useful tool.
Overall I think I didn't get time for this project because
of the two week projects I had between them plus other projects from visual
design, time keeping in nearly impossible due to the amount of work from
different areas. However I will try to do my best and give as much time as I can
to the next 3D project. Focusing on mainly time keeping.
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