Friday, 11 April 2014

Week 12 - Beauty Shots and Submitting, GG

Beauty Shots, 2 x Tiled shots taken from my UDK Scene


UN-Textured View /w Wire Mesh and Out liner

Overall I was pretty pleased with how my digger turned out, I think that my model was a strong piece but I need to work on my texturing ability, I plan to improve my texturing skills over the summer.

Week 11 - UDK and Light Maps

This week I spent my time really getting to grips with UDK, and learning to Light map, also spent alot of time learning to use the nodes and importing/reimporting static meshes, building packages making materials and textures and linked them to the correct slots in the shaders, just generally getting to grips with UDK. Importing my FBX static meshes to UDK to build my scene with, I then applied all maps and shaders etc. and arranged my scene, after this was complete I built collision for all the objects and ensured that the light maps I had created in Maya weren't producing any horrific errors or terrible seems inside of UDK once the lighting was built.
This is an example of my light map applied to my digger.

Week 10 - Diorama Block out and Texturing

The first image below is my original Idea for the diorama, but The whole sloping hill and fence that I was going to set up just didn't appeal to me and i was unhappy with it, so before I took it any further I decided to change my Idea.

Below is My new design for the diorama, I decided to keep the ramps, but put in some stairs that were also at the construction sight along with the ramps.
UV complete and CHQ applied
Began Texturing the Diorama Assets.
I was please with how my new diorama looked, Its not as large and will help focus on the Digger.

Week 9 - Texturing

Below is My diffuse Texture and a Turnaround of the digger with the texture applied.





Week 8 - Baking Maps






Week 7 - UV's

UV's for my digger show on the right of the image and also the CHQ applied to my model.

Week 6 - Low/Hi Poly Modelling

 Finished low poly model, began on creating some hi poly wheels so that i could normal map them

Week 5 - Low Poly Modelling



Week 4 - Low Poly Modelling Progress






Week 3 - Block Out

Okay so this is my block out, I just roughed out all of the visible parts with quick geometry, really just putting down place markers for where I will build everything, I have also Began modelling my front scoop and putting some detail into it. Using the reference planes I set up I was able to easily mark out all the parts that need modelling with the simple geometry.

Week 3 - Material Reference Gathering + GANT Chart

Week 3-

Material Reference-

Myself, Bryan Devonish, William Lambert, Tsanko Tsanev, Rented a camera and went out and collected more reference images of materials to use for the digger textures. we went to homebase, B&Q, about in the streets, and to a construction site we've used before for reference.
 

 

collected many good material references, but here are a select few I would use. some of them need some work in Photoshop to be ready for use.

GANT Chart-


This is a General guide line of what i need to do and when, to help keep myself on track and up to date through out the process.

Friday, 31 January 2014

Week 2 - Reference Image editing Lecture

Week 2 - Reference Image editing lecture

Today we had a lecture on how to treat any images that we collected that were under/over exposed and how to balance the images and make sure that they are even and level, so that there all usable images to model from inside of Maya, I will be using the techniques that matt showed us to help edit my images that I gathered.
Below is an image that I have put into Photoshop and edited for use.

This Technique was handy for picking out primitive shapes to model but I don't find it helpful as part of my workflow.


Monday, 27 January 2014

Week 2 - Construction Vehicle Reference Gathering

Week 2 - Construction Vehicle Reference Images

Today we went out and gathered Construction Vehicle Reference images, from a cement factory out behind COSTCO at pride park.
I managed to get quite a lot of reference images but I liked this Vehicle the most.
This construction vehicle is a CASE 721C

Below are the images That I have chosen to use as my reference images,
There a front sides and back shots and also detail shots.
This is not all of my images just some of the best reference shots, I have a lot more that I can go back to and look at as I model for additional reference for the different parts of the vehicle.
Also for the Front, Back and side shots, I made sure that I was stood as far back as possible to fit all of the side of the vehicle in and then, I paced out how far from the vehicle i was for the side shot ( the widest shot) so that then for the front and back shots I could pace out the same distance meaning that the vehicle would be semi-accurately the same size when I come to using the images in Maya and it will make the perspective a lot easier to model from. I will be putting these images in Photoshop to ensure they are all level using grids and rulers, then I will use the the painting tool to box out the different parts that I can split the modelling into.

Top ^ Reference Size of Vehicle to 6'2 Male (Similar to Unreal Man)
Left Side
Perspective
Front
Right Side
Back 
Detailed Shots Below
Steps to cab
Cab Door
Rear Wheel
Front Wheel

Tyre Treads
Bucket Detail
Arm Detail
Bucket Side
Bucket Front
Back of cab and exhaust
Rear Lights