Sunday 28 July 2013

Car Modelling (Cont.)

As you can see I have added more details to the car. I reworked the back a little bit and added in the handle for opening the boot. I also added in the rear wondow as well as the little lights on the left and right. I am currently working on the detail inside the boot as well as the door handles and the bottom of the car. The progress will be posted here





Next I added in the side mirrors and started working on the wheels.Here you can also see that I've added in the door handles and the mud flaps.


FIRST TEST RENDER

As the title of this picture suggests it is just a test renderbut I wanted to see roughly how this would look with some basic textures thrown on. Below is another test but from behind. This one is even worse because I forgot to smooth some areas, and actually added the wrong texture to others. But as I said, this is just a test and so far it is looking reasonable.


Sunday 21 July 2013

Car Modelling

I have alwas.ys wanted to model a car. Ever since I started learning 3D I told myself that I would model once I had some free time. Seeing as I have now graduated I have just that - time to spend on modelling things.

I chose to model the Mitsubishi L200 (2005 model). The first challenge was the fact that I chose the 2005 version because it became increasingly more difficult trying to find some references. The reason I picked the car was because I didn't want to do a sports car as my first car. I wanted to get some practice so that when it came to modelling a sports car I would be able to do it to an acceptable standard. The pick up truck also has details which a lot of cars don't have, such as the detail on the underside and the suspension.

Here is how I started



 As I was modelling I wanted to quickly hide see what the whole shape would look like. So I mirrored one side over using the middle as the pivot and made it red and added to another layer. That way I could quickly toggle to see what car would look like as a whole.


When starting to work on the boot I had to start finding a reference for the rear so as you can see throughout my reference images on the left are constantly changing.


Here are some test renders I made as I went along. The first one still required a lot of work while the second images is a much more finished model



I will make new posts with the updates on the progress of the modelling

Thursday 11 July 2013

Texturing Crates

I wanted to go something a little bit more basic than the stuff I have been doing so far and so I went ahead and started making some textures for a crate. This is where a lot of courses wtart from when teaching about unwrapping (or at least unwrapping a hard-surface model as it is infinitely easier than character unwrapping).

The secondary purpose of this exercise was to work a little bit on making degradation on textures and also to actually normal map something (for once!). What I had been doing up till now was using grunge brushes which gave me a pretty satisfactory result in a fairly short amount of time. However, I found a much more effective and much quicker method of creating wear. Before I go into detail let's look at the maps.

Here is the unwrap...very straight forward..


Here we have the diffuse texture:

The top right was actually the bottom of the crate so as you can't see I didn't both too much with adding anything to it.

Then based on that I made the specular and normal maps:


Because the crates were quite dark anyway I just needed to lower the levels a bit to ensure that they were not reflective at all. The middle crate on the left had that one sticker with the gear which I wanted to reflect a little bit of light so I desaturated it and upped the exposure. All in all there wasn't much going on here in terms of reflectivity and also because the signs would be relatively worn that would make things that were normally reflective, less so.


This was actually done using xNormal filters in Photoshop. This makes the process of normal mapping much simpler. Although bear in mind that I would not be able to use the same filter if I actually wanted to make some detailed normal map. I would have to actually model the high poly version.

So, here is the final result:


I'm not too happy with the normal mapping of the screws if I'm honest but then again it is a small detial so not something that can't be overlooked. I am very happy with the 'worn' look of the stickers and paint on the crates on the other hand although I should have dulled down the colours of the yellow sticker. Finally I really don't like the ambient occlusion and how noticeable it is on the bottom of the left most crate. When I say noticeable I mean it just looks dirty. It doesn not look like a contact shadow so that is definitely something I would have to change.

Tuesday 9 July 2013

More plant/vegetation concepts

Here are some more concepts I had to draw out. Same as before, these have very basic detail in them and are more to represent the growth of the asset or how it would be found within the world within the game.

Phaseolus Coccineus:

This is actually completely domesticated in today's world, however I was asked to draw what the plant might look like in the wild. I found that IF this plant grew in the wild it would grow up rocks and mountains so this was my rough drawing of it.


Cedar Tree:

  There are actually many different types of cedar tree and the instructions were not so clear on which type of cedar tree to draw the concepts for so this was the final result; from seedling to full grown tree.


Friday 5 July 2013

Architectural Visualisation

So I thought I would start modelling something which I could then texture and light. When I say something I mean my friend's student kitchen. I guess this isn't really architectural visualisation because I know exactly what the kitchen looks like. In fact I have been sitting in the kitchen while modelling it! I just wanted more practice modelling something from reference and staying accurate to the reference.





Unfortunately both the saves I had of this got corrupted for some unknown reason so below is the latest version that I had up until the point that it crashed. I will not be continuing with this as the amount of work I have done is too much to re-do.