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.