this is how far I've got so far
design for games 3d modelling
Friday 14 June 2013
Sunday 9 June 2013
gamebanana.com
this is my profile on game banana where i upload models for moders
http://gamebanana.com/members/1345643
http://gamebanana.com/members/1345643
another project im going to be working on over summer
back when i was working in maya i made this high poly revolver (over 10 000)
i plan to make a lower poly model to the same standards and realism of my old model.
what i have so far: worked on for a few minutes at a time over a day
im using boolans which i dont normally use however i plan to use the cut tool and appending technique to fix the mesh.
reference image:
Friday 7 June 2013
Thursday 6 June 2013
evaluation of my work
Evaluation of my 3d work
This is the evaluation of my 3d work that I produced for
college, I have tried to use techniques that they use in the industry to
improve my work flow both in making, texturing and exporting model but also in
the write ups following the practical process.
To make the work flow as smooth as possible have created the
model in order of the learning objectives, the first objective is the modelling
so I made all of the pieces and unwrapped them individually, this makes the UV
mapping less confusing when I attach all the parts together.
The second learning objective was the texturing; I used the
following maps to bring out detail in my models.
Diffuse: the
defuse map is the visible texture that covers the model, this is the first thing
that the player sees and added a certain level of detail however this map is
literally like sticking a image on a flat surface.
Normal map: the
normal map uses light to simulate bumpiness and depth onto the texture, using
normal maps adds detail that could not be achieved through the texture or
through geometry, the reason we use normal maps in game modelling is because we
have a limit on what we can do with geometry due to poly counts.
Another map that does the same job as a normal map is a bump
map, the difference is the normal map used colour to work out how deep the
detail is while the bump map only uses grey scale, as a result of this the
normal map holds more information and is preferred over bump maps.
Specular map: the
specular map adds a shine to the model, the whiter the area on the specular map
the more shine that area will have on the model and the same applies for the
darker shades on the map make those parts of the map less shiny.
Gloss map: the
gloss map works with the specular map (we were not taught gloss maps I had to
work it out through trial and error) the specular map makes the object more
shiny but the gloss map focuses that shine, the same rule applies the whiter
the section the more glossy the object.
Opacity map:
Opacity maps make parts of the model transparent, the models
I used this map on were the glasses,bin and lantern, on the glasses model I
used different tones of grey to make the model more or less see threw.
The opposite rule applies for this map as the darker the
colour the more transparent the object is.
Scaling and proportions
I have made my models in proportion this means that I won’t
have scaling issues as the models can be scaled to the right size after they
are completes, the second reason I won’t have problems scaling
my models is they are objects that can go anywhere in the
scene and there for wont have to fit exactly.
Box scaling:
If you have made a model that you need to scale to a pre-set
set size you can use a box to scale the object by making the box to the measurements
and then scaling the object to fit inside the box.
1 and 2
3 and 4
1.
Open your object
2.
Create box of the correct size
3.
Scale model
inside the box
4.
Delete box
5.
Congratulations your model is the correct size
This is the draws model I have created in 3ds max for this
low poly assets for games unit, my model is to a great standard with no
polygon/ geometry errors, the ways I made sure that there were no errors was to
use simple low polygon modelling techniques, check the model to make sure that
there were no over lapping edges or face and took multiple test renders from
many angles to make sure that the light is hitting the surfaces correctly.
To save polygons on this model and lower the poly count (so
the computer doesn’t have to work out as much information) I deleted faces that
could not be seen by the player due to them being ether under the model or
inside.
This is a cupboard desk from amnesia the dark descent, this
unit is to a profession standard and is highly textured; the poly count for
this model seems to be slightly higher than mine maybe around the six hundred
mark but it is the texturing that really makes this model stand out.
Compassion between my
asset and the game asset:
I believe that my model could be placed in a game in its
current state however compare to the profession asset I have a long way to go
before I’ve reached this level, one of the reasons that I think my work is not
of the same standard is up to this point I have been working with individual
maps and high poly models as I was modelling for animation or making photo
realistic models.
Even though I was restricted by a poly count and having to
do everything threw maps rather than making separate materials with different
properties I have tried to make my models as realistic as possible, the way I
have achieved this is using normal maps to create detail that I could not model
using geometry, I found this actually took less time than modelling the
geometry in by hand or using software’s like Zbrush.
The first part of the model that I’m going to compare in
detail is the top, this area is viewed most by the player and there for has to
be of higher quality than say the bottom.
My models top is far less complicated than the professions
model however the type of cupboard is much more basic so it suits the model I
have made, in fact the detail on the top of my model is of a high standard as
I’ve used different layers of texture to give the model a re-varnished worn
effect, it is this kind of detail that separates a low quality asset from a
high one.
The second part of the model that I’m going to compare is
the detail on the inside of the model, even though this is a mostly unseen by
the player a good standard of consistency is the key to a good model, compared
to the professionals work my textures on the inside of the model are of good
standard maybe to the same standard as the professionals.
The last thing I am going to compare on this model is the
lighting, even though I have not created a whole scene the lighting on my model
makes it realist even though the amount of actual detail in terms of mesh is
low, compared to the professionals model which is already in a game engine and
has advanced light effect on it however my model is not that far behind in
terms of realism when I imported it into UDK.
Problems I had:
The main problem I had with making my models was that before
this I was only using materials and divided textures, these make models look
photo realistic however they cannot be brought into a game engine, because of
this I had to master the art of using maps in a short period of time, other
than having to switch my techniques I didn’t have any problems with this
model.
On my lantern model I had to figure out a way to make the
lantern appear to be admitting light, first I tried to use a flame effect but
this could not be seen though the translucent material of the lanterns shell,
second I tried using glow effects to make the glass look like it was admitting
light however this cannot be taken into UDK so last I tried putting a light
inside the lantern just above the flame and this finally made the glass appear
like it was glowing.
p90 work in progress
i have started to make this p90 sub machine gun over the holiday i plan to finish it to a very realistic standard and then import it onto game banana so that players can mod it into games like TF2 for free.
Wednesday 5 June 2013
two critical reviews from modellers
- Looks good, but maybe a bit too sterile. It isn't really fancy and I think that might be a problem.
I would add some more details, at least for the cabinet.
Also it would be better if you could use some bigger images and the gramophone should be brighter
- Your lighting looks very flat. Use a spec map, or if you currently use one, get some more contrast in there. ;-)
Also your lightning is very dark especially in the first and third shot, with pitch black shadows, try to use some more lights.
Can you upload some wireframe images?
i will take the following to account when i make my next models.
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