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.
Tuesday, July 30, 2013
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
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.
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