Thursday, August 8, 2013

Greek Vase with ZBrush



 
For this homework assignment we had to make a vase of any kind then retouch upon it in ZBrush and make detail in it in ZBrush. I just chose a simple Greek vase for the modeling then started giving my vase detailing and indentations that make it look deteriorated. I should of modeled out more of the vase in order to make it look more finished and have the vase’s design in the bottom (sword and flower) better shaped. Over all it still complement each other since it is supposed to be an old vase.

Tuesday, August 6, 2013

Pillar/Rock ZBrush

 
                For this hw assignment I had to create a rock in ZBrush and then create a pillar in Maya, import it to ZBrush and then make adjustments in it with the brushes. It was a pain getting use to ZBrush and the way you have to move the camera using keys alt and ctrl to scroll, rotate and zoom in. Over all I just need more practice on ZBrush to get good detail on my models and make them shine.

Thursday, August 1, 2013

Barrier #2




 
For this homework assignment we were given the task to amplify the models we have done already. I added extra lighting and a good plane to hold the model in place as a presentation. It was fun creating the model, but the texturing is pretty difficult. It was only obvious that I had to manipulate the texture to a point where it looks almost exact as the concept. The only thing I didn’t model out was the front of the barrier but everything else moves up for it and makes it look like it pops out.
 
 

Tuesday, July 30, 2013

Barrier




 
For this homework assignment I was given the task to model out a barrier, texture it, then bake the lower poly version to the high to make a normal map texture. It was fairly simple creating the model to begin with since it was only one single entity. I created the whole model off of a square so it was fairly simple to create a high poly model of it, but it was hard texturing the thing. I only changed a couple of menu options for the automatic wrap and it laid it out for me perfectly. After that it was clear that I just used the actual image for the concept to give the model its texture.

Thursday, July 25, 2013

Baked Briefcase and Barrel





            This has to be one of the most difficult homework assignments I’ve ever attended to accomplish. We had to bake a high poly model barrel and briefcase into another low poly version of themselves. It was hard getting the right sized meshes without making the whole composition look sloppy or weird to begin with. Overall I did the assignment, but it just doesn’t look good at all. I’m going to have to look up more ways to bake in Maya and what kind of geometry is better to bake using as a source and a target.


Tuesday, July 23, 2013

Barrel/BriefCase Seperation


 
     This homework assignment we were given the task to separate the geometry of the past Barrel and Brief Case I had created. It was not a difficult task to create low poly versions of them. The only annoying part was making them out of a lot of separate pieces. Cutting up the model isn’t that easy if you’re doing it the first time, but I believe I caught up to it.

Thursday, July 18, 2013

High To Low Baking








 
             The homework assignment was all about baking high polyed models onto simplified models in order to save poly counts and just texture in the indentions. It is important to make sure the geometry you want to effect is the biggest one and have the high polyed model centered inside. It’s not that difficult working on the normal map but the triangle normal map was really annoying trying to get it to work perfectly.

Tuesday, July 16, 2013

Baking a Model


 
 
 
            For this hw assignment we had to be able to bake the detailed model onto the none detailed one. One of the things that confused me the most is the way the outliner worked with the baking. When there was some green effect with the normal, then that told me that it was baked incorrectly. I managed to decrease the amount of error that ended up in the normal map but it still incomplete. Over all the detail was baked on the model, but it is done incorrectly and will still thrive to work towards doing it in the right way.

Thursday, July 11, 2013

Midterm Brief Cases & Barrels

This homework midterm assignment was one of the hardest ones given to me. I had no idea how to work crazy bump efficiently and how to save a Maya file object into an obj file till today. Still, the assignment was finished and I ended up mapping everything efficiently except for the barrel. It’s funny to think about it this way since the barrel looks better than the brief case (in my opinion). The textures I picked out for the brief case is actually very clumsy looking on it. Over all it was fun creating the texture formats and everything else, including the model for this assignment.


Tuesday, July 9, 2013

Knife




            This assignment we were given the task to create a knife and texture it. I had the initiative to put some lighting on it before I took a snap shot of it. The problem I ran into was creating the handle. The handle was made out of a square, and it was good up to a point where I couldn’t touch the UVs at all without distorting the geometry. It was hard to get good textures for the model since the image itself has many different characteristics. Over all it looks good about the blade and the handle itself. The rest of the metal pieces looks like it has a repetitive texture and it looks dull for it.

Tuesday, July 2, 2013

Modeled and Textured


 
This model took me an average amount of time in order to do. The hardest thing to do was obviously the texturing. It truly is a tedious job to do if you have little experience on it. There was many different things I could of done differently like the planar mapping on the holed plank. The main organization was technically done since I can just easily go back and edit the UVs with their separated layers. I took too much time texturing the rocks for the model prop, but it gives you an overall view of what kind of model it is and how it looks like.

Monday, July 1, 2013

Crate Final




        In this assignment I was given the task to make the texture on the past model better. It wasn’t that hard since I already had the squared planar mapped and the whole model is basically composed of just rectangles and squares. The only thing that is more complicated than that is the crates corners, bolts and the majority of the volume. In order for me to get the right sizing is to keep them separated and UV them separate while I picture them in their own place every time I make a new UV snap shot. I believe I finished this model and made it look good in the end.

Tuesday, June 25, 2013

Textured Crate


 

           Creating the model was a breeze for me. The texturing in the other hand is one of the most annoying things ever. Every time I edit the texture, there’s always something that looks like its tiled. Then it’s the way some of the side stretch and make a big blurry look to it. I made sure I used images with high quality and had my snap shot made in high quality as well. I ended up making the texture look like this on the model, but it still looks weird with the texture stretched in the inside indentation of the crate and the ribs on the side, other than that the model looks good, but still not game ready.


Thursday, June 20, 2013

Crate Model



The main thing that makes any model shine is the texturing done and mapped on it. This is just a model of a crate prop I was handed out by the teacher and it was done using simple techniques, but it is shown in smooth so it is good for any engine that needs a high render model. In the end putting the textures on this model will be hard since I have little experience in mapping, but making the texture for it will be fun no doubt.

               

Tuesday, June 18, 2013

Wall Texture


         
DIFFUSE/COLOR

NORMAL

SPEC
This wall texture was not easy to create. Not only were the images too small (looked like the camera had poor quality), but they’re completely random types of textures to begin with. In order for me to blend them in properly I had to focus more with the placement of the textures. They made more sense to me when they were placed in this way.


                It was interesting going through crazy bump and looking at my texture on a model. It looked very detailed b/c of the marble, but it made it look more like regular stone than just marble. At the same time it looks really good and I can’t wait to create more complex ones.

Thursday, June 13, 2013

Texture Selections












        These are just a few random textures from things found at home, from furniture, to walls and kitchen appliances. It is of the highest quality I can take since I only have limited resources when it comes to tools like my camera. It might not be the best of cameras but it can capture the image well and with sufficient detail in order for me to recreate these textures in photoshop. It will be fun mapping them out in certain models i have already created or will create in the future.