Coming to the last year of college I have come to think about how far ive came in terms of 3D modeling, from my first ever 3D barrel to an entire game filled with clusters of assets and they all in themselves help me progress further in my specialisation.
Over the past two months of making assets, my modeling development pipeline has become ever more structed in what application I carry my asset over to for further texture or modeling altercations.
Continue reading “My pipeline of working on 3D models…”
I am contributing this entire blog towards the creation of the 3D interactive menu for my imagine worlds project.
And the reason for this is because of what I figured out throughout the development stage of the buttons. I couldn’t understand that my imported graphics would not show at a full resolution. Instead was pixlated and fuzzy, therefore I had to seek out an alternate solution to make this menu.
‘What about 3D?’
So I looked into making 3D buttons where the materials will not bring down the resolution of the button graphics. Coming across a video that explained clearly how to achieve this but there was a brick wall ahead…
Although I though…
car QuitButton : boolean = false;
function OnMouseUp ()
So after writing this script, it was applied to the 3D planes mimicking the buttons, and classified them as play, credits & quit buttons. To make them therefore work in connection with the Button script.
The image below gives a visual representation of what I’m trying to achieve by doing this…
Next was the animation, and this was quite familiar as the timeline keying features were like them of Maya. It was just a method of selecting the object you intend on animating, then to the animation box and moving the object into place to therefore build the animation. This is how I completed the animation for the menu transitions.
Going further into substance painter, I have suddenly come to the thought of actually adding detail to my models to give them that more realistic outlook to who ever is viewing it.
Let me start with a dustbin…
Now to the untrained and simplistic eyes to an everyday consumer, this is a household Dustbin. But to the more detailed eye of someone like an artist or modeller alike, you may see the details which are peppered on the surface such as how the metallic lid stands out from the top but also curves into the shape of the upper bin lid. Followed by the slight indent of the word ‘PUSH’ placed on the board. Finally the Scarlett red logo standing out from blue coating the bin shows the make of the bin and what kind of style it may be trying to imply.
How is this done?
Let me show you via substance painter and Photoshop in synergy with each other to create something which looks quite bleak and then add the realism to further give even a bin a slight hint of coolness.
These alpha maps which were created in either Photoshop & Illustrator combined to create the crisp decals which were applied to the models later on as normal, height maps, or simple color maps.
This Bin which was followed from the concept that I have placed above has already been given the TLC it needs in a completely different way. Apart from giving this assets beautiful glistening metals, instead I have added some rust, dirt and more importantly … DECALS!
Like I mentioned before, like the reference above I have used the ‘PUSH’ decal created in Photoshop, and applied it onto the lid of the bin as a height map and changing the parameters inside to convert it from on outer dent into an inner dent.
This blog is updating you, the viewer on the current progress of this practice synoptic project called ‘Imagine worlds – world of verts’.
Me and my group have made considerably large progress over the past weeks; within first week we had pretty cluttered up room but we kept adding more to our Trello list and this was because we wanted more in our scenes. Continue reading “Synoptic Project – Creepy sitting room concept”
In Star Wars Return of the Jedi (ROTJ), George Lucas follows in the concept of the ‘Heroes adventure’.
Concepts like this are easily applied to storyboards to make them seem more appealing to a reader’s perspective making it easy to follow the story and also make it visually easier obviously because it’s a storyboard.
The main concept of star wars ROTJ goes as follows:
The starting minutes of the movie shows an introduction into the ongoing conflict between the rebels and empire on the planet Hoth. Luke is on patrol checking the outer perimeter, until he is all of a sudden stranded in the snowy wilderness.
With Luke Skywalker being the main protagonist on the film, he seems to be introduced as yet again a normal soldier.
Han Solo, Chewbacca & princess Leia continue with their efforts but create a story of their own emotionally which develops later in the story timeline.
Luke Skywalker is battling a new enemy alongside his main rival Darth Vader to save his friends and gain triumph over the Empire.
Han solo and Princess Leia show hints of Love for each other and furthermore, team up with other branches of the Rebel Alliance to finally seek an end to the emperor and the Dark Side of the force.
When I open up substance painter, I get all my default assets such as: Brushes, Alphas, grunge, procedurals etc..
But what if I want something more, something accustomed towards that object?
Take the grandfather clock for example…
Not much of a clock without the layout of a clock on the front, right?
Well it was possible thanks to the power of Photoshop. Now when I consider the advantages of Substance painter, it takes out the tedious task of having to re-update texture maps and then re importing them over and over again. I can now make brushes with Photoshop that I can import into Substance Painter making the whole process so much easier.
How to import textures into substance painter:
‘Open Substance Painter’
- Select the Import resources button in your shelf.
- In the pop up box, click ‘Add resources’ .
- Select you files which you want to import.
- Apply your textures to a specific category
and finally import.
The textures you have imported should then be in your shelf under project.
Today’s blog is introducing us into the world of both art & 3D modeling/design…
Google sketch up is a 3D modeling software that can be used like any other similar acting software yet is holds specific characteristics which make it more artistically related. Firstly, I imported a Mansion model of which I could place into a 3D environment and render out different angles with real-time views.
After placing my camera where I wanted it to be, I then changed the style (Filter) of my camera from a simple mesh like look to maybe a pencil sketch filter, shadow added filter
… let me show you.
Besides the pretty filters, Google Sketch-up can be a very important tool for digital concepts. If I was to export this and move it over to Photoshop, I would then apply another layer and draw over the image making it easier to create scenes in addition to this there would be no need to re-create an entirely new scene as I can render a new perspective from within Google Sketch-up.
I have placed some current sketches below to show how easy it can be to sketch up an entire scene…
Rule of thirds
Now the reason I have placed a rule of three in the composition is because I am currently learning about how to create the way a story is told from within an image. How to make the audiences eyes move to where you want them to move, for example…
In this example, I’m trying to show how the photos composition in the rule of thirds view explains how the eye can be lead from one point of interest to the other. The helicopter on the left is swooping throughout the image with vibrant colours the eyes should follow the direction towards the next point of interest which would obviously be the ship.