Posts Tagged ‘3Ds Max’

Modular Housing.

Posted: March 8, 2015 in Year 3 Client Project
Tags:

To help quickly populate the space in engine I have started work on a small modular house kit that can be used to create different single story houses or be attached to other peoples buildings as sheds.

House pieces

House_1

House_2

House_3

The housing will be textured using a house style wood texture that is currently under development so I will hopefully have this textured in a week or so using that texture to help it match up with the other buildings. Overall I am pleased with how they look however I still feel there is room for optimization and will work on that before starting the unwrap, I also aim to have all of the pieces using one texture to further optimize each piece of the building through the reduction of draw calls.

I am also considering adding a tarp to the roof either in the texture or as an asset because the weather in the black hills was quite damp so a flat roof would be likely to rot through weathering if left exposed.

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To help me design my tool desk I started just like making any modle and looked at reffrence images similar to the design i thought of when I did my sketch.

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I then started to make the basic shape that would be the base for everything ells to work around. I deciding to go for a high poly blockout instead of a more optimized design to get smoother edges for the renders.

Tool table scene screenshot 4

Next I created a desk draw I decided to have the top draw open to make it less flat and brake the surface up a bit, i hope this will cast more interesting shadows as well. I also made the bottom draw handle crooked like it has been broken to imply that it has been used a lot.

Tool table scene screenshot 3

Tool table scene screenshot 2

Tool table scene screenshot 1

After adding more objects to the desk I decided to make a small area for it to sit in starting with floor, walls, ceiling and lights. This would make the lighting a bit more natural and I hope this makes the renders pop and stand out more.

Tool Desk render 1

Tool table scene screenshot 7

I then started to clutter the area with objects to make it feel like a used space trying not to place them in a uniform fashion.

Tool Desk render 2

Tool Desk render 3

Tool table scene screenshot 5

Tool table scene screenshot 6

Tool table scene screenshot 8

Tool table scene screenshot 9

Tool Desk render 4

Tool Desk render 5

Tool Desk render 6

Overall I am pleased with the way the block out turned out and think it gets the idea across well, however I struggled to get the lighting to a standard I was pleased with which is why there are so many variations with different levels of exposure. This is something I will have to consider next time I do a small space most likely using a three point lighting system instead of trying to get the lighting to come from the spots were the lights are suppose to be.

After gathering a good amount of research images I decided to start making the tools making both a high and low poly model so I can bake the detail into normal maps.

Medical equipment screenshot 4

 

To keep organised I kept all of the models that needed baking on the right of the screen and every asset that was baked on the left.

Medical equipment screenshot 3

Medical equipment screenshot 2

Medical equipment screenshot 1

 

A comparison between the high and low poly models with the normal maps.

medical equipment render

 

after importing the saw into Marmoset Toolbag 2 for rendering I noticed how thin I had left the handle which needed changing straight away as it looks odd and is one of the only tools that has a more ergonomic handle design.

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After laying out all the tools and the medical box I noticed there was some issues with the tips of some of the knives because the normal map was causing the lighting to go funny on the edge. the textures also feel a bit bland to me right now and need tweaking especially the ones that are missing the metal rivets that are in the handles and are normal mapped on but not textured. This will be an easy fix however as I can overlay the normal map and the texture map to make sure the rivets textures line up perfectly.

I started by using plane modeling to create the outline for each inset for the tools and when both were complete I re-sized each piece to make sure they were both the same size.

Medical equipment box screen shot 4

To optimize the model instead of having the box made all from one piece I decided to make a separate box and place the inset inside. This is similar to the way the box would have been made.

Medical equipment box screen shot 3

Medical equipment box screen shot 2

Medical equipment box screen shot 1

Box Render 1

After adding the texture I felt the red looked off it felt to flat. to fix this I play to overlay a felt texture in the texture map to add some roughness to the surface.

Box Render 2

To optimize the model further I decided to remove the bottom lining of the inset because of how messy the geometry is with the mixture of tris and quads. I replaced them with two plains I decided to use two plains to avoid edge clipping as this could be a problem with the plain slicing through the middle segment.

Medical equipment box screen shot 7

Medical equipment box screen shot 6

This reduced the poly count by almost 100 and leaving the total at 405 this is still a little excessive however I think it will be fine because it will be a none repeated asset so this seems like a reasonable size for the detail I have. If this was to be optimized to the extreme all of the insets would be textured onto a flat plain, however this would only look good when you look at it straight on from any other angle you would instantly see how flat it is.

Medical equipment box screen shot 5

With the model optimized further I adjusted the UV map and added the felt overlay I feel this has turned out well however I may need to re-size the box or the tools to make sure they fit correctly.

Box Render 3

Blood Bag.

Posted: January 13, 2015 in FMP
Tags: , ,

Since I spent so much time sketching and haven’t had any experience using normal maps I decided to make a blood bag as the first 3D model for my fighting stage so I could get back into my work flow of modeling and practice normal mapping on something relatively simple. I started by creating a the shape of the blood bag (on the right) I then took the model and copied it and added a turbo smooth to make sure the shape was as smooth as possible (on the left).

Blood bag screen shot 3

With a high poly successfully created the next job was to make the original as low poly as possible without changing the overall shape to drastically. This allowed me to bake the smooth edges of the high poly onto the low poly as a normal map.

Blood bag screen shot 2

Render without normal map.

blood bag render no normal

Render with normal map – as you can see there is very little difference between the two besides the thickness of the outside band.

blood bag render normal

I then created a quick texture, the label can be swapped out easily so not every blood bag will be blood type AB.

blood bag render

variation is important as not all the blood bags would sit the same so I started distorting some of the edges to create some variation this is were the limitations of the low poly model start to show as it creates harsh diagonal lines in some areas, this is most noticeable looking at the label because the texture moves very sharply because of how few polys there are.

Blood bag screen shot 1

Overall I am happy with how the shape turned out however I want to go back and work on the texture as it is very bare bones and needs something to help make it pop and look like a bag of liquid. after putting them in the engine I noticed that the scale was slightly off and the bags were bigger then they should be so that is another minor issue to be resolved.

I signed up to take part in the game jam that ran on 29th & 30th October 2014. This was a great experience as we split into groups and had to quickly generate ideas and carry them out in a one day time limit. The game idea we came up with was a maze game were you had to collect orbs to keep moving and if you failed to collect orbs in time you slowed down and eventually stopped moving, this would be a score based game with your score depending on how long you survived. I took the job of making some of the textures and assets for our game and rigging some of the enemies.

Toxic Barrel Render 1

Ant Render 1

Ant Render 2

Spider Render 1

Spider Render 2

I learn’t a lot about cat rigs from this and also was the first time I used bitmap2material3 which can generate all of the maps you want from just your diffuse and make them tillable. This saved a lot of time and is a piece of software I will be using a lot more in the future. Creating the paths for the enemies to walk down was extremely difficult because the routs were off by default and it was an extremely easy fix when you know what your doing (press P to toggle path on and off) however it was not made clear and took a lot of searching in forums to fined.

Paths off:

Game jam screen shot 5

 

Paths on:

Game jam screen shot 4

Game screens:

Game jam screen shot 1

Game jam screen shot 3

Game jam screen shot 2

Overall I am pleased with the final product we over came a lot of obstacles as a team (enemy pathing) and managed to implement many more mechanics than we originally aimed for.

To help develop my modeling, unwrapping and texturing skills I have decided model weapons and items from shows I enjoy and also hope they will make nice portfolio pieces to go along side my projects. The first weapon I decided to make is the Elucidator from Sword Art Online, the initial reference image I used was from a cosplay prop blueprint:

Elucdator V1 Render 1

I was fairly pleased with the result however the hand guard felt wrong to me so I decided to make it thinner and change the texture of the side to give it a more noticeable outline.

Elucdator V2 Render 1

Something still felt wrong so I decided to watch the show and look at it more closely and I was wright the props blueprint had simplified the pommel on the handle and hand guard taking away a lot of its shape as well as removing a point from the bottom of the blade. so I made the changes to the blade, a new handle and a new hand guard this took several attempts before I was happy with the shape.

Hand guards

New Handel

Elucdator V3 Render 3

This felt much more accurate; with the sword finished to a standard I was happy with I modeled the scabbard.

Elucdator V3 Render 1Elucdator V3 Render 2

Elucdator V3 Render 4

Elucdator V3 Render 5

Elucdator V3 Render 6