Wednesday 4 November 2009

Bit of a Mental Block...

After a video tutorial...

My head started to hurt. It's not just a headache but my brain is being overpowered with so much information regarding the whole modeling, texturing, polygon count etc...Currently, I’m learning how to set up a render scene for my models so there's a video I found on the internet after going through LOADS of different techniques to do this. The video I liked really helps me to do this.

Setting up cameras and the correct lighting I feel adds something special to the model or any 3D model. It can make it look superb (if done correctly) or it can make it look naf! I was getting a little tired of black render backgrounds so I thought I experiment with a few near finished models (not fully textured) to see how it would look.

After a few hours, I’m starting to get a little headache from looking at this screen nearly all day so I’m having a rest for the evening. I just wanted to post a few of the “new” renders. Yes, these still have black backgrounds but I'm experimenting and learning and the models look a lot clearer I think.


Helmet Render 1 - Added One Spotlight with various settings from the video tutorial



Helmet Render 2 -


Helmet Render 3 - Two Spotlights

I tried this with the textured Viking Ship just to see what it would look like...



Render 1 - This was added into the already created Helmet scene.


Render 2 - Looks dark still but I'm liking the shadows...


Render 3 - Dragon Mast Close Up


Render 4 - Shield Close Up

I’ve still got quite a bit to do. The texturing needs more and I’m having a battle at the moment with the UV Texturing. My mentor showed me a while ago about placing the UV’s within the correct area and setting them up. I’ve forgotten some of it but I textured the Viking Ship “my way” and it looks OK I think. I might have to do things “properly” for the Unreal Editor because I’m not sure how it must be done. I know that for a character it has to be set out correctly and in the right areas of the UV map but since I’m creating and environment with objects. Then I’m not sure if my way will be OK or will I need to map every object correctly for the Unreal Engine 3. This is something I need to look at within the next few weeks.

My asset list is still going slowly but I’m using Maya more and more so I’m getting things done more quickly! Right, I’m all typed out now so, see you soon!

Monday 2 November 2009

This Evening's Workload...

This evening has been a quick one due to me now being late for bible study. Here are a few more images for the Viking Ship. I've added a texture onto the shield for the Ship... Sorry, I'm in a rush now so I'll update later!



Screen Grab 1




Screen Grab 2




Image 1




Image 2

Sunday 1 November 2009

Keep Going....

I have managed to build upon the Viking Ship, adding more detail and polygons. I have taken some screen grabs to show some more progress.




It's getting there slowly but surely... adding benches and I've made the shield slightly bigger. Still more to do...



I've changed it slightly and added a little transparency to sail. I've also added more support beams and wires to the frame for the sail. I'll leave this model for now and I'll come back to it. I'm not 100% happy with this yet so it might changed like the helmet model! 


Viking Ship Test....

Here are a few Viking ship renders with the textures. I haven't be able to sort out the render yet to have the correct lighting and scene. This was a quick job as part of my experimentation with texturing and my progress.


Render 1

I really like the look of this.



Render 2

Hopefully I'll get all the objects sorted after speaking to my mentor, something hit me with a reality check about the whole modeling process. He said that "To call something finished, means that you don't have to touch it again." I have classed some of my models as finished but since they are not textured, then they are still incomplete. My deadline will still be December but now I have  to work harder and faster while maintaining my focus on High Polygon modeling.