Tuesday, 24 March 2015

Lizard

24/03/2015


Lizard


At the beginning of the term I was given a task in class to practice lighting by adding lighting and texture to a lizard image.



I first used a dark colour to fill in the design and converted the layer to multiply.


I then added highlights on a new layer.


Finally I added midtones on a new layer.



I feel I need to practice this skill more. I need to study lighting, shading and the 3D form overall. By completing tutorials like this on regularly I will be able to develop my designs and overall skills. I feel I can apply this technique when creating overlay textures on 3D renders. 

T-Rex Part 3

24/03/2015


T-Rex Part 3


In preparation for the character modelling assessment I uv unwrapped the T-Rex model I made in class.

I divided the uvs in sections by selecting the edge loops separating the legs, arms, tail, torso and head. I then used the cut uv tool to separate the uvs.





I then switched to uv and selected the verts in each divided section. 




Once selected I unfolded the uvs.




I found this technique really easy and useful to learn. It has given me a better understanding on the importance of edge flows. It helped me model my character assessment and I will continue to develop my skills using this technique. 

Sunday, 22 March 2015

Assessment: Character Model

22/03/2015

Assessment: Character Model



For my assessment I was given the task of model, uv unwrap and texture a cartoon character. I was given a front, and side view of the character to use as reference to model from.



















I started to work on the feet and work my way up. I started off by using a cube and from the side view. I used the extrusion and edge loop tools to add and shape verts to form the shoe and lower leg.




I continued extruding the edges up to form the upper leg and shorts. I made sure I switched between the front and side view to make sure I matched the reference image.













One I was satisfied with the lower body I started to model the upper body. I made sure the edge loops of the upper legs curled around the hips. This would make it easier for me to not only uv unwrap, but to also animate as well.




I created the arms by selecting a the side faces which overlapped the arm socket in the side view. I then extruded the selected faces and shaping them to the front view reference image.  I decided to model the hand to a stereotypical cartoon mitten hand. I felt that as this is a cartoon character I could get away with a mitten hand. It will also be easier to uv unwrap, as I can separate the hand and thumb. It would also be easier to animate as there wont be the struggle of animating each individual finger. 





I created the head by creating a plane and dividing it into two. I then added edge loops to form the eye socket and mouth. I then deleted the centre faces to create the eye socket and mouth. I continued to add edge loops to create the face making sure the topology flowed correctly. 





I took the top edges and extruded them around the head in the side view. I took the side edges of the jaw and extruded them under the ear to connect to the extruded faces at the back of the head. I then took the bottom edges of the head and formed the neck. I then selected the edge ring around the ear and extruded out and then in to form the ear. I also rotated the ear in the front view to help poke the ears out.




This is the first view of the full body roughed out.





I edited the bottom of the character as I felt that it was too flat and boxy. I moved the verts around to help define the backside, but making sure it matched the reference image.





Once satisfied I combined and attached the centre verts together and then exported the model to maya 2015 as an obj file. I divided the body into shoes, lower leg, shorts, t-shirt, head, ears, arms, hand and thumb. I did this by selecting the edge loops, which separated each body feature and uv cut them. 






I then used the uv tool to select the uv's.  Once selected I used the unfold tool to unfold the uv's in the uv editor. Once I was satisfied with the uv layout I then triangulated the model making sure the uv's stayed intact and the triangular count remained close to 8000 as the brief specified. 






I exported the final uv unwrapped model to mudbox where I used the paint tools to texture the model. I used the reference images as a stencil and the projection tool to paint a rough copy onto the model. I then used the paint and pencil tools to iron out any areas the stencils failed to reach.




Once I was satisfied with the texture I exported the model back to maya 2015. Here is the final model.




I feel that I did I good job on this model overall. I will need to improve my modelling skills on hands and feet as I struggled with the topology. I would also be able to model a full hand properly rather than resulting to a mitten hand. I also need to improve my painting skills in mudbox particularly with the projection tool. I feel I could of got more areas properly with the projection tool, which would of eliminated editing the little details by eye such as stitching and the belt. 












Monday, 9 March 2015

Visual Arts: Alley

09/03/2015


Alley


I've been working on texturing an alley scene using DirectX real time rendering. I followed a tutorial and using the the uv's and images provided I used several layer styles such overlay, soft lights and hard lights to create detailed textures.

Wall



















Barrel














I've struggled recreating the exact same results demonstrated in the tutorial. This did irritate me and I was forced to improvise especially adding additional details to the wall e.g. concrete cracks.

I need to re-read the tutorial more carefully and take my time if I want to re-create the same scene. I feel I also need to develop my photoshop layer skills as well.


Final

Monday, 2 March 2015

Maya: T-Rex part 2

02/03/2015


T-Rex part 2

Both in class and at home I worked on modelling the hands and feet for my T-rex and finishing blocking out the model.


I started with the rear legs by selecting the faces surrounding the upper leg, deleting them and extruding the edges. I continued to extrude the edges and moving the vertices around to reshape the leg to match the reference.



I repeated the process for the arms.





For the hand I extruded the edges of the arms, filled the hole and added and egdeloop to divide them. I then extruded the two faces out to create the fingers. I then extruded once more and scaled in for the claws.





For the feet I selected the edgeloops of the bottom leg and extruded down to form the ankle. I then selected the three faces facing the front and extruded them out to create the start of the foot. I extruded the same faces, but individually to separate and shape the claws.


I found modelling the hands and feet really tricky and difficult. I kept getting the topology wrong and I still feel that the topology on this model is still incorrect. I need to learn to take my time and study hands and feet both in maya and traditional mediums if I want to improve my work.  













Steampunk

02/03/2015


Steampunk


For the past two weeks I've been studying and creating my own Steampunk designs. When I first got the assignment I immediately decided on creating my own steampunk web shooter. I created a moodboard consisting of steampunk designs, web shooter toys and designs and the use of steam punk used within games and comics.





I then created quick rough designs based on my moodboard. I wanted to try and best understand how each design would function, so i could properly design the mechanics and create a more detailed and realistic steampunk design. 

















I was torn between using web fluid or cable within my designs. I decided to break down each design to try and make sense of what I was after. After realising that the cable idea was too complicated I decided to based my final sketches and designs using web fluid.

My final design will be a wristband with a sown in mechanism which will spin and fire the web fluid. The web fluid will be delivered by a copper pipe and the fluid would be contained in a large container. the container would have leather straps enabling the user to wear it like a backpack.




I decided to take a different approach to this design. After learning new skills in maya and recently learning the overlay technique in photoshop I decided to model out the design first and overlay the detail in photoshop. 

I started by importing an reference image into the side viewport and attempted to model the fore arm and hand. Having little experience modelling the hand I found it difficult to create a useable model.





Realising I was spending too much time on the hand I hid it in a layer and started modelling the wristband. I created a cylinder, deleted the top and bottom faces and resized it. I extruded the edges to create a hand strap. 




I then created more cylinders for the container, leather traps, copper pipe and the main mechanism. 


For the cogs I took a cylinder and extruded every two side faces. 


My first render included one directional light. 



Quickly after I started painting in photoshop I realised the lighting was all wrong and it needed to be re-rendered. 





I added an ambient light source to the scene and the lighting quickly corrected itself. I rendered it and started overlaying textures again in photoshop. 
I gathered different textures from google, changing the layer styles to either overlay, hard light or soft light and using the warp tool to mould the textures around the model to create realistic textures.







However once I started trying to add detail to the wristband I found it extremely difficult to identify the cogs as the lighting made the cogs blend into the rest of the wristband. Unable to continue I edited the lighting one more time in maya by adding a second directional light facing the cogs to help define them and create shadow. 




Now that I had the lighting sorted out I continued texturing. Rather than starting from scratch I dragged the container and reference images folder over to the new photoshop scene and continued where I left off.



I moved onto the wristband and I added a burgundy texture and switched the layer to overlay as I wanted a leather feel to the wristband. I also added web images to the wristband in the same way. I also adjusted the sizes, lighting and saturation of the web images to help them blend into the material. 



I added an overlay of different gold textures for the web shooter mechanics. I added an additional overlay iron layer texture over the trigger to create that metal look. I finally added an overlay of copper over the pipe to create copper piping. I added final touches such as the spider logo and a copper ring around the edge of the mechanism. 



These are all the textures I used within the concept design.



This is the final design. 




I felt this was a good first attempt using the overlay technique on a pre-rendered model. I feel that this has given me a better understanding of how lighting and shading works. I definitely need more practicing at organic modelling as I feel the wristband is oddly shaped and would fit nicely on a real forearm/hand. Maybe if I didn't add the hand strap the design would of been easier and more correct proportionally. My overlay techniques need improving as well as some of the textures especially on the copper piping look over stretched and have a major impact on the illusion on the final detail. 

I feel if I take more time in modelling and develop my organic modelling skills it will not only be easier, but it will save me a lot of trouble in the future when overlaying detail in photoshop.