Wednesday 12 January 2011

More models and textures

Barrel, we have also found that although ships had a very different design, some of the most common things like barrels crates and sacks where pretty much the same the world over, so i wasnt too worried about looks, o mainly concentrated on getting it to look realistic. I made a cylindrical map and then cut it at an edge, which i then unfolded, i used a planar maping for the lid.


after i was asked to make a broken barrel, in which i deleted faces and added verteces to make the wood look splintered where it broke. then i selected the whole object and extruded it inwards to make it look solid,


 For the bottles i modelled it in polygons, and then used the shatter effect, it looked really nice but when i came to add a shader it looked wierd as the shattered effect broke the inside and the outside meshes at different parts. so i left just the inside bit and then extruded it inwards.

Tuesday 11 January 2011

UV mapping and Bump mapping

Mortar
I found a really nice texture image for a gun barrel, and I wanted to try it out, so after modelling a simple mortar cannon i applied the texture, but it looked a bit too plain , so I added a bump map, 
a bit too little


way too much
perfect



Another thing i wanted to try out was the 3D scanner in the college, I had been warned it was too messy and awkward to use as the models needed massive ammounts of cleaning up, either way i wanted to see if I could scan a small junk model, it worked but there where a few areas that were not recorded properly by the laser, also the model had a very high definition, which caused problems when cleaning it up.
next time I have to make the models without hidden faces, as it was those that messed it up, also turn down the definition to about 1cm instead of half a cm, or maybe even more, this way even if i lose some detail, ill get a cleaner model to work with.




After making the ship I made a few more props

collums, with bright red pedestals and the main collum made of laquered wood.





The crate was one of the most challenging object I had textured so far, as it was the first time I used UV mapping, I started off by using a planar mapping, and then adjusting it to the mesh, then instead of having to do the same to all the other faces, I deleted them and duplicated the one i had made, and merged the edges.






I then wanted to investigate how mental ray worked, I used the metallic pain shader on the lamps I had made it added reflections and made it a lot more realiscit than the normal maya software.


I laso tried to add a small fire to burn inside, but it turned out more like a fairy glow from a Zelda game and it crashed my computer so i left it at that.