Saturday, 29 March 2014

Diorama render and updates

So this is my render of my textured diorama (note, not the final one). I'm happy with how it turned out, I'm hopeful that it will look really nice in UDK. Since my last post I added a construction sign and made the fences dips be shown through the use of a normal map and AO instead of geometry as it didn't really need to be made 3D and it took up unnecessary tris. As for the making of the textures themselves, the sign was very easy since there was a construction site with some on the way to university from my flat conveniently. Using photos it was made quickly. The claw was okay but I'm not that happy with it, I think it could use with some more time on it which I may do tomorrow. The fence is fine and I'm happy with how the floor texture came out as my photos of dirt weren't perfect and I thought I would have to do it tomorrow with some new photos but my current ones were enough apparently. I also had a major issue with my hard drive requiring me to remake my decal map and sort out some errors on my digger textures which was very annoying and mostly my fault sadly. But nevertheless, I will be moving this into UDK in the coming weeks and getting some beauty renders of it which will be posted here then.


Wednesday, 26 March 2014

Diorama model

This is the model of my diorama. I may make changes to it but for now this is it.


Friday, 21 March 2014

Diorama design

Just a quick mock up of what I plan to make for my diorama. It's very simple and features several objects present in the environment that I photographed my digger in. It will be easy to model and not too difficult to texture either so I can't see a problem with me creating this. 


Thursday, 20 March 2014

Digger textures

I just finished my texture maps for my digger. Here are all the maps.

Decal Map


Decal Specular Map


Diffuse Map


Normal Map


Specular Map


Render #1


Render #2


I'm not all that happy with the final result as I would have liked another few weeks to work on it but considering the time frame I'm pretty happy with it.


Decal map

I finished my decal last night. I'm pretty happy with how it came out because it was on a  512 x 512 map so it has really good resolution. I made them using my own pictures which I then cleaned up with the brush and eraser tools and used the alpha channel to get rid of the background. 


Wednesday, 19 March 2014

Finished Normal map

Today I finished my normal map for the digger. For the most part it proved simple with only a few errors. Whilst the map looks very empty, this is because I have only been doing a few select areas that I feel need the extra attention and detail. My normals were done in two ways, baking detail to a plane and then having the low and high poly model overlayed. I used the plane method for the majority as I felt more confident with it but the back section was done with a high poly model over the low poly model. Whilst basic, I'm happy with the work.  




Monday, 17 March 2014

Finished AO

I just finished my ambient occlusion map which will be used to add shadow detail to my diffuse map. It proved very awkward to create. I created it by splitting the model into 4 parts and AO'ing them. I had some issues with this too. I had to get rid of any overlayed UV's until there was only one set left there. I also ended up with many small artifacts which I had to remove. I also ended up hand painting a fair bit of it as I felt some of it should have more/less pronounced shadow. Overall I think it will be helpful to my diffuse. I also have it setup so that I can edit it further once I start adding more details to the texture (in case it doesn't look right). Next I plan to either create the diffuse map or the normal map. 



Texture block colours

This is my digger with it's block colour's applied. Of course it needs a lot of work but it's moving forward and this well help me identify where the areas are and how I should texture them. Next I plan to get an AO map and then move onward to my diffuse map. 


Friday, 14 March 2014

Finished UV's 2

I slightly updated my UV's today. The reason for the updates are that I had a few red UV's appear this morning for some reason and so I rejigged a few parts of it to make it better. I managed to get slightly better resolution on the wires that are at eye level which is good.




Saturday, 8 March 2014

Finished UV's

I have finished re sizing and organizing my UV sheet. Overall, I think I kept a lot of resolution in all the biggest most noticeable areas which is all I can really do. I have 3 overlapped UV's which are red because they were special cases. Two are windows which will be tinted, so they shouldn't need any shadow on them. The other is so out of sight I'm not sure if it would even need to be modeled but it is better to be safe than sorry. It would also have taken up a sizable chunk of my working area. Anyways, my UV sheet.


UV update

Recently I've been working on my UV's. Despite having done most of them previously, I got rid of them as a lot of them weren't usable and it was so disorganized that I felt more comfortable just simply redoing it whilst keeping it neat as I went. I have unwrapped all the parts of my model but I now have to fit it all into the texture space which is going to be very difficult. A lot of the pieces I will lower the size of quite dramatically as they won't have any detail on. I have overlapped a lot of UV's and there are more which I may do this with but I don't really want to have any red UV's unsurprisingly. 




Saturday, 1 March 2014

Post marking changes

I had my low poly model marked this week. I was pretty happy with the score though I made some silly mistakes which I feel I should have noticed but that will come with experience I'm sure. My first mistake which I changed was Ngons on my diggers base. This was a mistake I made on the day when I added a single bevel segment to it and didn't fix it which was annoying. I changed the shape of a few parts on the arms to be more accurate to my reference but didn't actually make any big changes there. The last thing I changed was how I am doing my tracks. My lecturer mentioned about how they would use an animated texture on some parts of the tracks and this prompted me to look closer at the actual tracks and I found a few issues which needed fixing. I made the tracks themselves thinner and made the chain (that would have an animated texture) on the inside of it using a plane. I added an edge loop at the top middle of the track to get the shape closer to the reference. And then finally the cylinder in the end had gaps around it before which I have fixed using 2 planes.