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.
Thursday, 2 May 2013
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.
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