Thursday, 2 May 2013

Week 12


I started off by creating 2 light maps, 1 for the vehicle and the other for the diorama. I did this in Maya. The process was fairly straight forward and was very similar to un-wrapping. I simply copied the UV net across onto a new set and changed the grid size and selected the faces to be moved in UV space tool. This then spaced out all of my UVs and separated overlapping UVs so that they were on their own. I then needed to manually move all of the UVs back into the grid leaving a 2 square gap around all sides and against other objects.

Once this had been done I then exported the vehicle as an FBX and did the same process for the diorama UVs.

The next process was for me to import the mesh into UDK and add my materials into the content browser. I then added several spot lights into the scene to add lighting. Finally I built my lighting so that when the scene is played there is light.











Final beauty render in UDK




Week 11


Now that I had a fully textured vehicle and diorama I need to add an AO, spec and normal map to both models.

I started off by creating the normal map for the vehicle. I did this by using the XNormals function under filters in Photoshop. This basically took my diffuse and created a normal map based upon this. The normal map helps to give the diffuse a bit of ‘depth’ and allows some textures like the khaki paint to stand out.
The next process was for me to create an AO map for the vehicle. This was going to bring all the shades and highlights out of my model. Again I did this by using the XNormals function but changing the setting to AO map instead of normal map. This then produced an AO which I added on top of the diffuse and changed the opacity down. Lastly the specular map, I created this by using desaturation in Photoshop. This changed the diffuse from a coloured textured into a black and white texture. I then manually changed the amount of black or white using the hue/saturation function.



I then repeated these 3 processes for the diorama diffuse. The next step was for me to add my mesh into UDK and add these maps as well as creating a light map for my vehicle and diorama.


Week 10


This week’s task continues on from last weeks, however this time I textured the diorama. I wanted to keep this fairly simple and straight forward so I opted to go for simple textures and colours. The floor texture was of a concrete path near my halls in Derby. Similar I found a metal black pipe that had some dirt on it, so I decided to use this texture for the 2 cylinder pipes on the sign. I the used the same process that I did in week 9 to create an army style green tent texture. Once I had done this I again adjusted the textures by modifying the levels and colour balance.

Week 9


Since this project had started, I decided to gather textures whenever possible not only for my benefit within this unit, but generally for future references. This has ranged from different textures of wood to metal.
I started off by texturing the vehicle first as this was what I spent majority of my time on. The first process was for me to create a base khaki metal texture. Luckily my uncle owns a spray paint garage in Leicester and I was able to take various images of metal textures, not only directly from the cars themselves but also from a colour chart book.

I then used this base metal colour and simply changed the colour to khaki and added some clouds using the filter tab and changed the could to a darkish green to add a clear contrast. The next process was for to add a colour burn around the edges of the green clouds. I did this by simply selecting the bur tool in Photoshop and by using my graphics tablet painted on the burnt edges.

I then began to add textures to the other parts like mirrors, lights and wheels. Similarly I sourced for these materials before. For the front and rear lights I used the same textures off my reference photos taken during week 2 at Tank Mania. I did take images of the tyre whilst on the trip however once I applied these to the car it didn’t look right so I sourced for similar vehicles that would supply me with a similar sort of tyre. Once I had found this vehicle I took separate images of the tyre tread and the alloy itself.

After I had textured the whole car, I decided to add some dirt to the car. This is because in real life no military car that is in use won’t be perfectly clean. I did this by clone stamping another texture of some moist dirt and changed the size and colour to match with the colour of the body paint. Finally I added an adjustment layer which tweaked the textures levels and overall balance.

Week 8


Using the same processes as in the previous week I un-wrapped the diorama in the same way.  Ideally if I had more time I would have had separate texture sheets for different parts and textures to the diorama, however seeing as time was already used due to file corruptions I had to opt for one 1024x1024 texture sheet. Once this had been completed I could then start to gather textures together and create diffuse maps for both the vehicle and diorama.


Week 7


It was in week 7 that I started to unwrap my model. This process was fairly easy to do however just one that one quite time consuming. I started off by un-wrapping the vehicle first.

The first process was to add a checkered texture; this was so that I could see parts of the model where the texture would be stretched and allow me to fix this issue. Once I had done this I then began to un-wrap the model from the side view first. I decided the best way to un-wrap the model would be in panels similar to how the model was created.

I projected these planar projections in 3 panels across the side, once this had be done I then stitched the separate projections using the sew, unfold and stitch tools. The next process was to un-wrap the back of the car.

In the similar manner as before I create a planar projection and unfolded the UV’s out so they was in the correct position. I only wanted to UV half the model, as I could use mirror geometry and create a mirrored model of y vehicle. With this in mind I started to UV the top, and bottom parts of the car.
After the car had been un-wrapped I began to do the same for the accessories on the car. This included the likes of mirrors, nudge bar and wheels. I could now un-wrap the diorama. These parts were slightly more complicated and for that reason I had to use other projection methods. For example cylindrical and camera based projections.

Sunday, 21 April 2013

Week 6


At first I wanted to model a full base camp however once I had shown my tutor, he told me that that was going to be too big and I needed to keep the size of the environment to a minimum. So I then decided to create a base tent. This was going to be inspired by an image I found on the internet.

I started off by creating a base floor which in this case was a cylinder.  The next step was for me to create the tent. For this I simply created a rectangular primitive and moved the top faces inwards so it becomes more like a roof. I then added an entrance which was just a hole on the side of the tent.  I then added the frame of the tent this was too add stability and support. This was a set of cylinder pipes with extensions to fit into each other. I had one long pipe running down the middle of the roof whilst having one in the middle of the back and two on either side of the tent.

The final part of the diorama was to add an entrance sign. This very simply and easy to model.  I simply created a cylinder pipe and moved the top half inwards to create a curve.  I then added a rectangular primitive. Bevelling the edges and extruding inwards gave me this sign looking shape. Once I had done this I could start to UV un-wrap the model and environment scene so that I could then add textures.

Week 5


Now that I had a fairly detailed shape I started to add more aspects that would make the model look more realistic and accurate. These included mirrors, lights, exhausts and a few other features.
I started off by creating the outer pipe cage that would protect the grill and headlights. I did this by creating a cylindrical pipe and then simply extruded, rotated and changed the size to match the reference photo I took from week 2. The next process was to model the headlights. I did this by selecting rectangular primitive and simply moved vertices into the correct place to get a headlight shape. I then made 3 duplicates of the light. Out of which 2 I made smaller as these were going to be the smaller headlights which would sit at the edge between the front and side panels. After I had modelled both the cage and lights I combined the two objects together.

Following on from this I then modelled the 2 door mirrors. After several attempts I managed to get something that resembles a door mirror. Similarly I combined both mirrors to the body of the car, so that now these were all 1 object.  The next step was to create the top light that sat at the back of the car roof. This was very easy and simple to do. I used a rectangular box and basically extruded the top and scaled the top face in, almost like a rectangular pyramid.

The next step was for me to model an exhaust. I did this by creating a cylinder and stretched the width using the scale tool. I then added a separate cylinder and extruded the face outwards whilst adding a slight curve. Using the combine tool I combined both parts and attached them to the car body. I then made the tow bar which is situated in the middle at the back of the car. For this process I used 3 separate rectangular primitives and combined the meshes together.

The next development was to create my set of wheels. I did this by creating a cylinder and extruded the face outwards. I then highlighted both edges of the wheel and bevelled them. This created a smoother edge and gave the cylinder characteristics of a wheel. I then added 2 mud flaps to the back wheels; these were created from a simple rectangular plane and then extruded.

Finally for some extra detail I modelled a tyre bracket at the back of the car. This is because usually military vehicles that off-road have a spare tyre just in case something goes wrong.  I simply found an image of a tyre bracket and copied the basic shape. Once did was done I could now start on modelling a diorama/environment to showcase my vehicle in.













Week 4


It was within week 4 that I had occurred a problem within my model, I was advised to start again as trying to manually fix the error would take me some time and also I would have lost crucial detail within my model.
I then discovered it would be more time efficient to model from a side view perspective plane and then extrude half way across the width of the military vehicle, lastly mirror the geometry of the object and connect the two separate objects together using the merge vertices tool.

Whilst creating the side plane panel I decided to add the necessary detail as I go along as this would also save me time and considering that I had to make up for lost time this seemed the best option. These details included door windows and bevelled edges to add that extra curve. To help myself I decided split the side panel into 3 parts, the front bumper, front and back doors and the rear bumper. This was so I could help myself later when it came to unwrapping the model.

Once this was completed I switched views from side to top and by using the mirror geometry tool, I created I mirrored duplicate of the original side panel. All I then needed to do was combine the 2 separate objects together and merge the vertices together.



Sunday, 17 February 2013

Week 3


Now that I had my chosen vehicle I began to start modelling. I created box deleting faces I didn't need so I had a side, front, back and top view. I then added a blue print of the vehicle so I could use as a reference to model from.  The next step was for me to create a block out of my vehicle using simple primitives like cubes and cylinders.  This was going to be my starting point and I was going to add more detail as I go along. 

As you can see I have now started to build the basic shape of the vehicle, however I still need to finish the top half as well as adding in all of the detail like side mirrors, groves and curves within the body of the car and windows. 


Week 2


Now that I had bought my camera is was able to go around town and take some pictures for my texture library. I took some interesting shot from church doors to marble slabs. In the same week I also went on a University trip to visit tanks and other military vehicles on a farm site. It was here that I managed to gather a reasonable amount of reference images for me to choose and model a vehicle from.  



After looking through my pictures I decided to model the Land Rover Military Police vehicle as this was one of the vehicles that I took more pictures of and simply because of the polygon restriction. I didn’t want to choose a more detailed vehicle and struggle in getting the main detail in within the 8,000 polygon limit. So I opted to go for a less detailed model but make sure that I can add as much detail as possible within the 8,000 polygon limit. I then started to gather more references in the form of blueprints and images of the vehicle. It was now time for me to start to model my chose vehicles.


Week 1


This was my first week and I had just got introduced into the module. I was advised to buy a camera as we will need to take reference and texture images, so I decided to go and buy a camera after the lesson had finished. I then started to gather images from around the house and halls.