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.
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.
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