In Matt’s lesson today we had to review our 3D Assets. We were given numbers so we could get into pairs, and then we had to give each other feedback on our models. There were no big issues with my model, technical or otherwise, so it was mostly positive. However, i need to gather more realistic reference images – close ups of cacti – so i can make the high poly look as good as i can.
Today in Matt’s lesson, i began modelling the low poly version of my 3D asset. I first created a sphere and reduced it’s devisions until i was happy. Then i deleted half of it and extruded it down to make the main stem of the cactus. To make the extra stems i duplicated the original and used the extrude, rotate, and move tools to connect them together. I also messed around with the scale tool to make each stem different.
Today in Matt’s lesson we continued with our 3D asset design. Using the reference images that i gathered last time, i drew out a concept of what my model will look like. As shown above it will have 3 smaller stems attached to the main body, each of which will be segmented, and sharp spines will be dotted all over. I’m not going for complete realism – it will be stylized and only be semi realistic. The next step for me is to start creating a low poly version of the model in Maya.
In our lesson with Matt we have been given a 3D project. The task is to create a high quality asset that could fit into our imagined world. Since the setting for my group’s world is the desert, i decided to make a cactus. The cactus could either be duplicated and scattered around the scene, or a single one could be near the camera as it pans around. To get ideas i made a moodboard of reference images.
Matt told us to keep track of our production pipeline – even making us do a flow chart of what we will do. This is basically how i will progress in making the asset:
- Concept images
- Low poly (add spikes + name them)
- UV unwrap
- High Poly (Sculptris)
- Bake (Substance Painter?)
- Test in Unity
Today in Tony’s lesson we learned how 3D models can greatly assist with making storyboards. We started by finding a premade model of a house on 3D Warehouse, then downloading it as a collada or google earth file. Next we imported it into Google Sketchup and rotated the model around until we found a good angle. Tony reminded us to think of the rule of thirds while we worked so the angle we used would be interesting.
Once we found the angle we like, we messed around with settings to make it look more like a drawing. Some of the settings we used were:
- Styles – we used this to change the look of our models and make them look handdrawn
- Shadows – we used this to make dark shadows in different places
- Scenes – we used this to save a particular scene (save the style, camera angle, etc)
Other settings were things like fog (which darkened the background and faded colours), and field of view (which let you zoom in at a cool angle).
Below is what the model looked like when i was happy with it’s appearance. I wanted to have a lot of shadows to add a foreboding edge to this otherwise bright, modern house.
Finally i exported it as a 2D graphic and then imported it into Photoshop. The text we were given talked about a stench of garlic in the house that wouldn’t go away, so i visualized the smell as a sort of smog leaking out of the house. Around the edges i used the blur tool so the viewers eye would be drawn to the front of the house.
I think this method of storyboarding is really useful, since you can get different viewpoints without having to constantly redraw the same thing.
Today in Matt’s lesson we started our crash course in Substance Painter.
Substance Painter lets you add colour and texture to 3D models really easily – you can draw on the uv maps or even straight on the model. I like how you could add cracks to the model, they look like actual indentations and vastly improve the quality. For Matt’s tutorial I don’t know why but i ended up making the turtle look like a watermelon, i still need to add black dots for the seeds.
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.