Showing posts with label Prop Bag. Show all posts
Showing posts with label Prop Bag. Show all posts

Wednesday, 9 December 2015

Game arts: Winter Submission part 3



09/12/2015


Zbrush, Texturing, Xnormals & Unreal




I started to add detail in zbrush to my model. I first subdivided the model 5 times in order to generate more polys. The higher the polys the more room for smoother texturing.

 I enabled the morph tool when adding textured detail such as leather to my model. With the morph tool I am able to die down the strength of the initial added brush strokes, without effecting the rest of the model and the detail. I used different alpha images for my leather and fabric textures on the standard brush when adding detail.





 





I then added Stitching to my model using the StichBasic brush Tool.

















Once I added all the detail I then exported the model ready to bake.

I opened xnormals and loaded the low and high poly models to the xnormals.

 











I then adjusted the settings and baked.













I then added the normals to the low poly model in maya. I had to adjust the bump depth in order to make sure they weren't too strong.


I then created my colour textures in photoshop.




I added the colour texture to the same material as my bump maps.



 






Once I was satisfied with my final model. I then exported the model and textures into Unreal4.
I also created a quick comic book to add to the environment in order to make my environment look more interesting.


After tweaking with the lighting and adding some cubes I've created my final Unreal scene




Friday, 23 October 2015

Game Art: Winter Submission Part 2

23/10/2015

Bag Prop High Poly (Maya)



I continued where I left off by creating a cube and rescaling it into a belt. I then duplicated the object to create two belts. Using the measurements I gathered for my research I adjusted the belts to their correct length.



I then used the bend tool to add curvature to the belts. I then added belt buckles and adjusted the verts to show the belt is woven between them. 



I then moved onto the zip. I used the quad draw tool to outline the handle. Adding edgeloops and adjusting the verts I deleted faces to create the holes. I then extruded the edges down to add depth to the holes. I also extruded the first top faces around the edge of the handle to add more depth to the zip. I then mirrored and attached the bottom of the handle.



For the zip base I created a cube and scaled the edges to match the image. I then selected and deleted faces when needed. I looked at my actual bag for reference. I then extruded the centre top faces to create the hook. 



I scaled down the zip and adding extrusions to the top of the bag I lined up the zip accordingly. After some tweaks to the model here is my final high poly maya model ready for UV unwrapping.







Thursday, 15 October 2015

Game Art: Winter Submission part 1

15/10/2015

Bag Prop


For my winter submission in game art I decided to model my Spider-Man bag, as I always carry it around with me, so I'll always have good reference.


I started off by taking photos of my bag from different angles to for reference. I also too measurements of my bag to help understand the proportions better. I then identified each material and colour on my bag and googled referenced them. 



I took my photo references and I lined them up in photoshop in order for the proportions to be correct and ready to import into maya.


I opened maya and set up my scene. I then started modelling the front of the bag using the quad draw tool. 





I then continued to model the side and back of the bag.




Here it is in smooth mode.