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.
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.
Baking attempt with errors
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.
Successful baking attempt
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.
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.
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:
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.
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.
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.
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:
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.
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.
- 3 = smooth preview (press 1 to undo)
- crease tool = keeps edges hard
- soft select = smooth way of editing object
- isolate select = only view certain faces, edges, objects, etc
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:
In the high poly version i will add bumps and dents (baking down/mudbox), before adding a metallic texture.