I had made a stool for the imagined world it was supposed to be a chair but I had really liked the style of a stool I had found on the internet so I decided to use this as inspiration as it matched the style we are going for. I thought it was quite old school and matched the theme we have. Its simple and elegant and has loads of potential, I am able to import it into mudbox and add loads of detail like chips knots and grooves. I will also add the grain. I plan on adding the grain texture in substance painter.
I have focused on my retopology for my model and made it all into quads/ squares. This was so when I import it into mudbox it will be able to subdivide the model more effectively. It made it easier and it imported better. I had originally used hard edges to try and keep the form of the model as I wanted to smooth it. This caused problems so I manually added more edge-loops to it and this imported fine the only problem is it will have a higher density of faces in these parts but that cant be helped.
As part of the imagined world project I made a bench unfortunately I did not get any reference images fr this one I went on a modelling tangent and made it. I tend to think the different components of an object should be a different shape. This makes it a lot easier. So for each slat is a different shape. I used this method for it all.
To give it an irregular look I made the slats wonky again as I did not want it to be perfect as it does not really suit the theme. For the low and high poly I have beveled around the edges but not all I selected what I wanted to bevel.
As part of my imagined world I have made a ladder, I didn’t want it to be boring and plain so I made it a bit unique. I made it bow out at the bottom and go thinner near the top. This was to give it an effect I also made the slats wonky to make it look old and rustic and unstable/ broken. It gave it a bit more character than a normal plain uniform ladder would have I feel like it fits really well in the scene and matches the modelling style.
I used soft select to help make the model. I made The ladder from 2 primitive cubes. I then made them equal distance apart and extruded 10 upwards I then added 10 equal segments into it this made it really compatible with the soft select as they use the same scale so When i wanted it to warp the whole ladder I set the value to 10. I made each slat equal distance apart and moved them all individually to give it some character. The difference between the low and high are simply just bevels on the edges.
As one of my assets I was instructed to make a wizard hat by the scrum master (guy in charge) I found this very difficult but I had good intentions! I started with a cone and made the inside hollow I then used soft selection to help with this. I then got a shape I was comfortable with and this was my low poly! I had googled wizard hats and found some general shapes I like and mixed a lot of them together.
I then decided to add a kink to the hat, which was more like a bend. I need to do the same on the low poly to be able to bake data onto it. So Oliver unwrapped the high poly one as if we were to bake data onto it it would be this one we will just make the high poly even higher. I manually added edge loops and sculpted in the detail by hand as I really dislike mudbox. I added rolls and kinks into the hat and minor dents by dragging edges and vertexes.
Project management is key we are using trello to keep on track with all of our work and our progress we have also used spread sheets and graphs to assist in this. We have been updating the sheets and graphs each week making it clear how many assets we have left to construct. The trello was made by Oliver, this is great for project management as it has so many features it is literally designed for organizing projects! You are able to assign tags/ colours to things. We used this to make it clear who was modeling each model. We made a key making it clear on what colour was which person. and then assigned this colour to assets and this is how me know. We have different sections for the modeling pipeline progress this is so we know what stage the model is at.
We update the graphs each week, this is so we can keep on track of what we are doing we change scrum master each week and they are in charge! They need to update the charts and tell people what they need to be doing. We have branded the spreadsheets with W4 and A W As our logo.
For my imagined world we are doing medieval, this is the topic we had chosen. We want to have a weapons rack so we have dedicated people to make specific weapons to fill this up, we want axes sword shields etc. I decided to make a sword as I had made one prior. I had drawn many concepts before coming to my final design. After consulting my team on which they liked I continued to neglect what they said and done the one I liked anyway.
I wanted the blade to be different, I wanted it to not look like a conventional sword blade so I made it in two parts and attempted to make them overlap creating a cool looking effect. This sword is made out of 1 cube I just extruded as It was easier. I started off with a pyramid.
Modelling pipeline, this is the series of steps to making a model we are supposed to follow.
1: Reference images
2: Concept drawings
3: Final concepts
4: Low Poly model
5: High poly Model
6: UV Unwrap
7: Bake High on low
Baking is where you put the detail of a high poly asses on the low poly one this is to maximize game optimization and make it slightly easier to texture. Each face is something the game engine needs to run, Baking tricks the light and bend light to make the faces look different.
Today I started gathering concept images, this was to influence my ideas and help me come up with an idea of my own. I skipped the drawing stage for now and dived straight into modelling this is cause I feel like I do a much better job at a model the second time I model it. This is as I know the difficulties making it by this time and have time to think of ways around this.
I am following the style needed for the imagine world, this is so we can essentially recycle the model and use it in the imagined world. So I am trying to go with the mythical medieval theme.
I have started off with the knob of the axe, I plan on modelling my way up I want it to be unusual and different Id like it to draw attention to it. However I still need to maintain low poly as that is one of the focuses.
In substance painter today I have been using more features than last time and I have gotten a higher standard of work produced within my lesson. I had used the baking feature in Substance this is a lot more simple than Maya it is more logical and there are fewer steps to remember making it a lot easier. We had baked the high poly model onto the low making it a lot more detailed without having the same amount of polys as the high one. This is great for optimizing game graphics.
I wanted to stick with the normal colour of a turtle, green. So I had clicked on the turtles skin and made it green, this was the easy part. I then added some normals creating more depth on the model making the turtle look ‘battle-scared’ I only used the templates provided by substance but I could import my own if I wanted or needed custom templates.
We learned how to export textures from Substance, it is quite unique as you are able to choose specific software to set it to before exporting the texture maps. It will change the amount of textures exported and compress certain ones into each other making the amount of texture files minimal. You can render it for Maya, Unreal Engine and Unity to name a few it also complies to more than one version.
I made his shell camo to make him look more military like, I added some gashes to it and made it look worn and torn. I used the scatter function and randomized the size and angles of the brush I had used I also changed the distances of each print to make it more random, The difference between the shell and the skin is the templates I used on the skin were + and the ones on the shell were – This means that the plus ones extruded data making it raised and the – made it dint inwards making it channel.
I have been learning the basics behind substance painter I have been learning how to use different materials, metals etc and being able to paint on the model. I have also learned how to import my own brushes which I can make in Photoshop. First off I opened a model Matt had given me, I then decided to start toying around with the different features to get to grips with the basics. I found out how to use the brushes and I then used different brushes to make different textures.
i used a fill layer to make the body one solid colour and I also figured out how to change the different components manually, I click on the body in the top right and made it anodized purple. I wanted to go for a super hero look and made a center feature on his chest. I made one of the stencils gold so it would stand out more. and the outer shape is white so its clear. I have left the head white for now as it is not finished, I do plan on making it a glossy black so much so you can see the background in the colour.
I would like to get more usage out of the metal effect and the dept you can add, I feel it is a brilliant feature being able to randomize the texture. The depth you can add using this is crazy and Id like to get as much out of this as possible as I feel it will make my model look so much better. Up till now I find the interface really confusing but I think this is only because I am new to the software. I would also try to develop a better understanding on masks as I have only been using Layers and Fill Layers.
I have since gotten my AK to a stage of near completion. This has been a long process. I wanted to try and keep the separate components to a minimum and still have it so it would be easier to texture the model. I had finished modeling the base components to the model and it looked alright After I made a few minor tweaks it was close to the original.
I had then decided that I wanted to texture the model properly, by this I mean that I don’t want to use Keyshot I wanted to actually unwrap the model. I had selected each component and used the automatic unwrap feature. This unwrapped the component but it was not perfect with a few faces out of place and not particularly in the best place so I had cut moved and sewn some faces in different locations as I felt it would be more efficient this way.
I had done a basic texture on the butt of the gun this was to learn the ropes so I can refresh my memory on how to texture. It did not look the best but I am planning on upgrading the texture making them match and look neater.