Showing posts with label texturing. Show all posts
Showing posts with label texturing. Show all posts

Tuesday, 5 July 2016

[ND16] 17: The Art of Elements Academy; Re-Upload

For unknown reasons my original Art Of upload on Scribd can not be accessed on the website, claiming that this document has been removed from Scribd, even though it is accessible when I'm signed in to the website, meaning other people are unable to embed it. The same problem occurs when I re-upload a new version, so I've uploaded it with Google Docs instead.




The embed code is: 

<iframe src="https://drive.google.com/file/d/0B6IRjigAdvGFaG1iVHUxMVdSdTQ/preview" width="640" height="480"></iframe>


For this blog post I have changed the code's width value to "750", which automatically changes the height with it.

Saturday, 11 June 2016

@Phil [ND16] 06: Water Character; Forgotten Feature - Shoelaces 3D Testing

After spending some time figuring out how to best shape the laces texture to work on the curved geometry, I have provided 3 slightly different versions. Having looked at Water for so long without her laces, I can't decide whether she looks better with or without them? If these are indeed suitable in 3D, my favourite version is the Medium Laces.

3D Model Versions

Foot UV Map Versions

Monday, 30 May 2016

@Phil [ND16] 01: Showcase Images 01; Character Trump Cards

So far I have created trump cards for Oxygen, Hydrogen One and Hydrogen Two, I will also be creating individual cards for Iron and Water; making up 5 of the 7 showcase images available to me. They are all being designed at A1 scale, however due to the large size I am unable to save them out as very high resolution image files, resulting from unexpected problems with available RAM on my home computer; to solve this I will be sending the PSD over to Phil via WeTransfer. Any feedback is greatly appreciated!





Influence Image


Wednesday, 23 March 2016

@Alan [Major Project] 28: Water Character; Texturing Complete

@Alan I've been investigating my texture & lighting attributes in search of the cause of the brownish "ring" around much of my character, a feature that is also noticeable as part of Oxygen's model. Do you know how I can fix this, or make it look less prominent? Is this simply a result of there being no surroundings for Water's 0.500 Reflectivity to pick up on?


"brownish ring" close-up

Water Face/Torso, Hands, Band & Shoes UV Map

Water Eyes UV Map

Wednesday, 27 January 2016

Monday, 25 January 2016

[Major Project] 01: Iron UV Mapping 01; First Attempt & Custom UV Grid

My Iron character has been fully textured to look like a Vinyl figure, however this was achieved solely within Maya. Without creating a reference object, the bump map would animate when Iron moved, which is not what I want. Rather than trying to avoid UV Mapping, I have decided I must get over my aversion towards it, especially in preparation for the eventual UV Mapping of my Oxygen and Water characters, because both have features that will definitely require a UV Map. My first attempt at UV Mapping Iron's head has turned out messier than expected, due to me performing an over-complex Automatic map, so I am going to restart the UVing process.

My custom UV Grid was created in Photoshop using this tutorial for the basic process. The UV Grid uses darkened versions of Graphite, Helium, Hydrogen, Iron, Oxygen and Water's primary colour schemes for its background. The letter squares use the Erlenmeyer flask from Elements Academy's logo.

My Elements Academy UV Grid

Current UV Mapping Progress
01

02

Iron Head Close-Up with Maya Textures

{next}

Wednesday, 30 December 2015

[Minor Project] 38: Iron Character; Modelling & Texturing Complete



While I compile and sort my development images, these high resolution images act as evidence of the completion of my Iron character's modelling and texturing. He has been textured to look like a vinyl toy, which of course required a lot of tweaking! I have used a Mia_Material_X texture with a carefully customised Matte Plastic preset and a Maya-based bump map. My own small collection of vinyl toys proved extremely useful for figuring out the texture's attributes, especially my Bender figure. 

I have not made Iron's hands retractable because in 3D it feels like the extra complexity of having hand-alcoves in Iron's side would be out of place. If some form of sliding panel were used to hide the hands when retracted such an option would be stepping too far into robot territory.

Texture Influences
Bender vinyl figure


Friday, 12 December 2014

[Narrative] 48: A Texture, Base 'Making Of' Theme, Female Rig

Before Sukhi took over and continued the Making Of, I had established the basic theme and colour scheme based off of the cupboard doors seen on our animation. Unfortunately she was unable to access the font I had used, for it would not download. I also designed the "Angry Snail Pizza" texture for the pizza box that hits our male character. I also created the rig for the female character, as well as added her controls. I still need to upload a video of the movement of the skinned female hands and head which I had performed - the rest of the skinning process was performed by Adam.


Original Making Of title page

Angry Snail Pizza texture map.
Texture source images:
Snail (pre-edit)

Female rig - orthographics

Female rig - perspective