Table Colours

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Now that i have uv unwrapped my model, and given it a normal map, the next step is to add texture to it. Before i start making the textures however, i need to know what colours to use. Using Google i did some research to help me – i searched ‘sci fi table’ and made a moodboard of the colour combos that i liked. Below are some ideas of colour schemes that i have considered.

colour2colour1

colour3colour4

 

Table Update

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Since last time i have made good progress on the normal mapping. The error i faced last time was the result of the low poly model not being uv unwrapped properly – when using a normal map you can’t have multiple texture files or it makes it a lot more difficult.

After using automatic layout to fix the uv problem, i tried the process again, but a few errors presented themselves. There were large yellow areas on the normal map itself, and i couldn’t figure out why.

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Baking attempt with errors

SpaceTable_Normal2.png

It turned out that the problem was that the normal map had baked down parts that it should’t have, like the button panel and the lever.

To solve this i could have edited the map in Photoshop using the patch tool. An alternate method is to delete certain parts and redo the steps, so that’s what i did. I removed the table’s support, the lever, and the button panel. Then i redid the normal map and it worked correctly; the ridges on the sides look like they are actually there.

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Successful baking attempt

SpaceTable_Normal3

After that i reintroduced the parts i had removed, and gave them a simple blinn shader to match the normal map. You can see what i have so far in the featured image at the top.

 

 

 

Space Table

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Today i worked on my asset for the group modelling project. Since i had finished the low poly version of the table, and i uv unwrapped it, i started making the high poly version. For the high poly version i added bevels to a lot of the sharp edges on the table. I then extruded sections inwards and outwards, and added ridges to the sides by using stretched spheres.

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Low Poly

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High Poly

The Next thing i wanted to do was use normal mapping to physically bake the details from the high poly to the low poly one. I tried to do a normal map, and followed Matt’s tutorial exactly, however something obviously went wrong, as when it finished baking it looked like this:

Mistake

Baked Model

SpaceTable_Normal.png

The Normal Map

I am not sure what went wrong exactly, and don’t know what settings to change. So i will ask help from Matt next lesson, and in the meantime i will use google to try and find a solution.

Walk Cycle Update

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Since last time I have adjusted a lot of the animation. I started by animating the arms so that they move relatively smoothly, and the shoulders now move in the form opposite arm opposite leg. To give the rig shadows I added an area light to the scene, and toned down the intensity so that it didn’t overpower the scene.

walk.gif

I still need to research how to do an endless white background, but in the meantime I am using white planes. Also I need to look at the graph editor to make the transitions between poses more fluid, since the movement still feels a bit clunky.

Walk Cycle

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As a side project for our Maya modelling lessons, we have been given the task of making some animations. We were given a list of different animations that we could attempt to do. From the list I decided to begin with a simple walk cycle.

Using one of the rigs – named ‘Jack’ – that we were given access to, I started working on the animation. This is what I have so far:

walk 1.gif

At the moment it is very rigid, so as I continue to work on this I will animate the arms so that they move fluidly. Also I think that I need to change the shoulders so that they move forward when the opposite leg moves.

When I am near the end of this animation, I will need to find out how to add an endless white background, adjust some of the movement, then render it out.

Unity Bouncy Ball

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In our coding lesson we continued with our mini project, to make our own bouncy ball in Unity. Since we will be adding the whole class’s bouncy balls together i tested to see if the physics of mine worked properly. As shown below it reacts well to other balls by bouncing away upon collision.

gif3.gif

3D Modelling

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  • 3 = smooth preview (press 1 to undo)
  • crease tool = keeps edges hard

Picture1

  • soft select = smooth way of editing object

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  • isolate select = only view certain faces, edges, objects, etc

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When modelling my sci fi table i came across a problem. When i tried to extrude, the extrusion did not scale evenly, it was all wonky. To solve this, i found out that the box that appears when you extrude has an ‘offset‘ option. In that option box i typed the value 0.1 and it scaled it equally without fault.

I have added a buttons console and a lever to the low poly version of the table, here’s what it looks like so far:

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Picture2.PNGPicture1

In the high poly version i will add bumps and dents (baking down/mudbox), before adding a metallic texture.