This is an overall summary of the past 8 weeks, versions have been made with improvement to; character interaction, Sound and obviously graphics.
My biggest struggles throughout the project has been the programming; on the bright side, I have been trying to grasp the more common features of programming by looking through YouTube videos, Unity script references and even my own written code and seeing if there is any similarity between what I have done and trying to do.
Continue reading “Imagine Worlds project Update”
I have left this blog till later on so I can therefore add more to it such as images, renders, close-ups, and reference photos.
My choice for technical Model is a Cosmic 35 USSR point and shoot camera that according to a blog written by ‘Tim Irving’ suggests that this camera is to avoided by all costs.
This camera stood out for me as it had so much character, age and also had some use to it and this was such an advantage to me as it also gave me much more to work with and experiment throughout the workflow.
Speaking of the workflow, I have to delve into that prior to going to the creative … stuff.
Firstly the low poly model on maya was quite simple as I planned forward and used a blocking method to shape out the camera, when I say this; I mean that get the closest shape to what the actual camera should be like so later on I can move into the modeling and keep check on what my borders are with this model.
Later I went through with the low modeling keeping the simple shapes then modling, stretching & beveling them out to therefore get the shape I want it to be or the way it needs to be to become the closests to the real Life object.
Later I started on the High poly model, and to do this I started both beveling the edges that were neccessary or either creasing the edges as a secondary option. This can work but it may mess with both the ambient occlusion and the world space normals in Substance painter.
Now its the creative and cool stuff…
I will be adding to this blog later, going further into what I did to create this work of digital art. How easy it is to accomplish with the right tools and how to get the right composition whilst rendering alongside the effects in different renderers.
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”
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.
The first week is coming to an end and we are being told about the entirety of the course and that includes the practice and real synoptic projects where we are all in groups to develop either a game, VFX piece or an interactive environment.
We have chosen the ‘world of Vert’s’ challenge where we make an entire environment alongside a playable character, we now have a solid Idea alongside a 5-team and boy its turning out to be better than expected.
Continue reading “My specialism in Next-Gen Year 2 & Synoptic Project”
After previous tries on substance painter at home, I finally got a proper intro for hoqw to find my way through the app…
Starting with the default character that Substance painter has placed in I got to grips with assets such as masks, brushes & rendering in PBR ‘Physically based rendering’. As the class were going through the steps, I thought I would Launch a model of my own and see what it would look like in the rendering mode
s you can see, the PBR takes into account the different maps that has been applied as shown below…
Substance painter is a great way of easing the texturing section of the modelling pipeline, and by substance keeping all technical peripherals such as ‘Roughness, specular, metal, normal & height’ there is no need to rely on external applications such as Photoshop unless its to alter a brush and make it a .png file format, this is something I had done on the same day with a clock face texture which I am thinking about applying to this model.
Clock – Man