I edited these renders today, just altered the lighting a bit.
Also I made a 360 gif
Thursday, 29 November 2012
Wednesday, 28 November 2012
Shaders
More updates on the vehicle project, I gave up and rendered
it in marmoset. The shaders were not working, even though I put it in the exact
same way someone else had, somehow the shadows were still gone. I don’t know what’s
causing it, I have tried several other versions of the shaders and max, and nobody
else knows what is wrong. Heather has said that we don’t need to use them, so
after spending this week trying to fix them, I’m going to use these other
renders instead. On another note, I tweaked the horse so it looked more
natural, and I think it looks a lot better. The design document is finished, so
all I have left is to paint over some of these shots.
oh and here is my horrible other shader shot
Monday, 26 November 2012
This last week, I've been working on the vehicle some more.
James from codemasters came back to look at what we'd done, and he gave us some
feedback. He said mine could look good with backed lighting, which he showed me
how to do. It looks a lot like how UDK lighting works, so I'm setting that up
this week. I'm just glad he didn't rip it to shreds!
The shaders we are using are a pain though. I worked all Friday
on setting it up and working it out, and by then end of the day my scene looked
worse that when we started. One of the other third years told me we were no
longer required to use them. But it's always good to learn new things. The alphas
are the worst, although I know who to fix them now, so finders crossed I can
sort this mess in the week left.
Ok, I'll stop with the complaining now. I've been continuing
with that competition. It's been a lot of fun and
it's a bit distracting from my actual 3d work. I'm aiming for about 10k tris
for this, but I might go up to 15k, it depends how it looks.
As it's nearing the holidays, I thought up a little mini
project to do. It's going to be a really low poly hand painted scene, kind of
DS/IOS level of detail. I don't have anything like that in my portfolio, and it
could add some variety. And if nothing else, practice is practice.
Tuesday, 20 November 2012
It's textured
Another update on the vehicle project, the horse and
cartridge is textured and built. All that’s left is the cube map, and for that
I need to build the environment. I’m keeping it simple, with the courtyard of a
large stable. I wanted to make it look all old, like it was part of a stately
home. It’s a work in progress, and I’m now going to be texturing it. The horse
and cart itself also will probably need its specular tweaked, as I’m not sure
what’s going to happen with the shaders. I’m so worried they are going to be
horribly complicated, which is why I’ve been doing this project as quick as
possible, so I have a few weeks to sort it out.
This week I’ll be finishing the environment and sorting out
the shaders.
In other news, I’ve entered the mass effect character
project over at CGHUB. I know I’m not a character person, but it’s good z-brush
practice. It’s also one of my favourite series, so it looked like a lot of fun.
This is what I’ve got so far.
Monday, 12 November 2012
Horses are fun to make
It's been a little while since I've posted, I've been busy
with the presentation for the FMP. I should be posting more up in that blog as
well, but for now I'll do and update on the vehicle project
We had a presentation from James Roadly-Battin from
codemasters. He set us our next project, which is a little bit different from
the previous ones. It's to build a vehicle and its environment, but the focus
is more on shaders and rendering. The vehicle has to look like it belongs in
the environment. He has provided us with some shaders to use.
I wanted to make something a little different, so I chose to
make a horse and carriage. I thought this would have a variety of different
materials, for example, the carriage would highly glossy, where as the horse
would be matt. This would show off the reflections we have to use and the
different levels of specularity. Making a horse would also allow me to practice
high poly sculpting, and the carriage would help me practice hard surface modelling.
For the environment, I was thinking a big stable, like those seen in stately
homes.
To start off with, I made a base mesh for the horse. I
figured I would start here as there was not much design work needed with a
horse, it was more anatomy based. I looked at a lot of reference, including muscle
diagrams, but it was very difficult. I can see why people say horses are challenging!
the next thing was to sculpt the high poly model, which I made in Z-brush.
At the same time as this, I was concepting the carriage. I thought
this would take less time to build. Overall we had 4 weeks to complete this. It
was recommended that we spend 2 weeks on modelling both the environment and the
vehicle. For the concepts, I worked from silhouettes, then picked 4 of the
shapes that worked the best. After drawing these shapes with more detail, I
picked one and made a final concept.
After the horse had been retopologized and baked, I started
painting some different horse colour ideas. I settled on the brown and tan as I
wanted the final scene to be warm, and the two colours made it more
interesting. Under the AO, I painted in the colours.
Finally this first week, I built and unwrapped the carriage.
I didn't quite finish modelling and texturing the vehicle, so I'll be finishing
that off as I build the environment next week.
Tuesday, 6 November 2012
Finished rooftop
The rooftop is finally finished! Before I go into detail
about the project, I have to say about a disaster that happened to this.
At about 10 on Thursday, I had just finished rendering out a
video flythrough. After going back into UDK I found that all of the levels BSP
was gone. It wasn't turned off in the viewport, it was gone for good and no new
BSP could be assed. I luckily had a back up from the previous day, so I had to
stay up and redo a days' work over the night.
So after all that fun, here is the final product. I'm quite
happy with it, but there is a lot of room for improvement. Mostly I just ran
out of time, and there are things I think I could have done better (for example
the rain and the puddles). I'm honestly glad to see the back of this project, especially
after the problems, and the new one seems like a breath of fresh air (I'll be
posting about it tomorrow).
The best thing about this project was learning more about
the material editor in UDK. Setting up moving textures and things like that have
really helped me learn a lot. For my final major project, I would like to work
in UDK as I am a lot more confident with it and it needs to look as good as
possible. Got to work towards getting a job at the end of the year and all, which
is something I am really worried about.
But enough about that, here is the flythrough of the
rooftop.
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