2013년 9월 30일 월요일

Mini Cooper Metro:Last Light style

Mini Cooper, Metro:Last Light style

======work in progress======
10-01-2013
The car is in the stage of getting colors and textures

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10-05-2013
======work in progress======


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10-06-2013
======work in progress======


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10-06-2013
Finalized




2013년 9월 23일 월요일

Beautiful Biome

Beautiful Biome



Ringling College of Art and Design
[3rd year, Game Art and Design Major]

3D for Games II class project

The project requires the students to create at least 1 rock, 1 log/tree, foliage, and use landscape tool.

Modeled using:
-Maya 2014
-Zbrush 4r6
-3D coat
-Xnormal

-SpeedTree modeler
Textured using:
-photoshop CS6
-Ndo2
-Crazybump

Environment set-dressed and rendered using:
-Unreal Developmental Kit (July 2013)

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Beautiful Biome Update
10-03-2013



Updated:
The lighting has been changed and the waterfall has been deleted.
The waterfall wasn't realistic enough to fit in the environment.
Instead, crepuscular rays have been added to give the scene more character.

Beauty shots:






2013년 9월 12일 목요일

Wheel (Clean vs Dirty)

Wheel (Clean vs Dirty)

-wheel modeling WIP- (Sept 1,2013)
currently, the wheel is being created. My strategy for this is quite logical. There are 10 spokes on the rim, which means I can only make one spoke and duplicate the spoke 9 more times at 36 degrees and I'll get a perfectly round wheel with identical spokes. At this point, the rim will have about 6k tri count. But that tri count is pointless because I'll be making a low poly to bake the details onto the low poly.

-wheel modeling and base texture- (Sept 3, 2013)
[2~3 hours of modeling + 2 hours of UV and texturing]
This is how I've created the wheel. Basic break down: far left was 1/4 of circle with basic spokes. Then, I've created one spoke which will contain all the details. Then I've duplicated the spokes 9 more times so I'll get 10 spoke wheel. Then, I've created low poly mesh, then a tube for the tire. Then baked all the details onto the lowpoly mesh.

-wheel texture semi finished- (Sept 4, 2013)
[5 hours of UV, baking, texturing]
The wheel is in its completed staged on modeling. I've been texturing the wheel in its brand new state.
Baking the detail onto the low poly was difficult because the details, for some reason, did not come out nicely. 
That ate up two to three hours of my working time. 
The texture of the tire seems a little awkward for me at the moment.
Some critics received from friends were possible backwards normal that I wasn't aware of.
I will look in that.

-wheel texture semi finished- (Sept 5, 2013)
[2~3 hours of texturing]
The advises I received from my friends helped me made it look better.
The most obvious one was the tread was looking very low res compared to the rest of the wheel. As I addressed that, the wheel instantly became more appealing.
Secondly, the spec... As a Ringling graduate suggested, a metallic surface will reflect a yellow or a blue tinted spec instead of pure white. So I've addressed it so that it will reflect a little yellowish tint. I think it made it look a little more believable and gave the wheel more character.
And the rim was apparently coming too far out. People assumed, it will get scratched easily from daily usage. So I've gave the wheel concave angle for the rim, which I think kind of helps. But at the same time, the result seems debatable for me.
Now I believe the brand new tire look is nearing its conclusion.
NEXT! making it look old and scratched.

-wheel texture (dirty)- (Sept 8, 2013)
[5 hours of texturing (material editor)]

I wanted to make show difference between brand new tire and dirty tire. As a result, I made the wheel covered in dirty with some scratches. 
the dirty texture is diffuse only, normal and spec will be added soon.

-wheel finished- (Sept 11, 2013)
[6 hours of texturing (material editor)]

Softwares used:  
  • Maya 2014
  • Photoshop CS6
  • Unreal Developmental Kit (July 2013)
  • Quixel nDo2
  • Xnormal
  • Crazy bump



Beauty shots