FINAL STRETCH
Dan instead said that my last-ditch
effort to get my model textured would be to open the high poly in Zbrush and polypaint
directly onto the model, export that out, and then bake in Marmoset. After
having painted just the pieces necessary however, when I tried to export the
highpoly out with the paint and open it into Marmoset, the polypaint would not
be on the model. When I attempted to look up how to do it online, all the
tutorials would say to bring the model to it’s lowpoly form, have UVs, and then
creature texture maps in Zbrush from that. The problem here was that I had
painted directly onto my highpoly which had no Uvs and when I lowered the
divisions my textures were also simplified into a blurry mess. When I tried to
make texture maps from the models, stretching would occur around where the rock
texture and bark texture were stitched together by moss and it looked atrocious.
SCROLL HIGH POLY
Overall,
I am quite happy with the highpoly design of my scroll and found that the most
difficult aspects were simply made more difficult due to the program giving up
the ghost on me several times. For the future, I definitely will be working more carefully with the program as I move forward into the lowpoly and ID map so that I can avoid wasting time frustrated over the program.
BOOK / SCROLL CONCEPT
For the second project of the class, the parameters of this assignment is to conceptual a design for a book of any genre which I will be modeling and sculpting in zbrush. While the assignment specifies a book design, during my research I discovered a few fun designs for scrolls which really caught my attention. Much like my previous canister design, the cylindrical look is very aesthetically pleasing and the fun attachments which could be added seem like it would be fun to model. If I was allowed to progress with the scroll concept, I believe I'd like to take the more fantastical look or even "demonic" aesthetic. Having also done some research on actual book designs, I believe it would be fun to implement the more floral pieces into the overall design through winding thorns, closed buds on the ends, the seal being an open flower, and maybe even dangling moss to give it a more antique look. SCI-FI FINISHED MODEL
The main inspiration that I drew from for my design was more vertical, cylindrical containers rather than the more popular box shaped crate. I wanted to give myself something relatively easy to model and texture, but something I would like in the final product which led me to draw a lot on medical crate and health pack designs that are in nearly every video game. With my initial research for crate designs to bounce off of, I found a selection of various vertical crates and canister designs that I liked and wanted to draw inspiration from, many of them being more unconventional shapes such as hexagonal or triangular in shape. While looking at more common med-pack designs, I found that several had similar colour composition of mostly white accented with either green, blue, or red, or the reverse. While initially I was contemplating the idea of making my canister white, I decided to add a bit more personal touch that would make it a bit more unique but still recognizable as I pulled from the colour balance of another concept design.
Object list, all made by me: canister top, bottom, handle, and latches.
Textures used: metallic roughness textures taken from substance painter.
Most of the problems I face in the beginning were simply on the balance of painting to modeling which would be required for this project as I wasn’t sure how complex the initial model needed to be when I knew that once in painter, much of the fine details could be added there. Another problem which mostly caused me issue after I had UVed and imported it into substance, was that my model was a single object which proved to make the painting process harder as I had to personally paint each spot so that it wasn’t all a single colour or texture. Once I did finish the model, the only other problems I faced were when I went to implement an opacity and emission map on the model in substance painter, which thankfully I found tutorials on substance painter’s youtube about how to go about implementing these maps without issue. Overall, the process went relatively smooth, besides the issue with the solid object.
Overall time spent on this project was roughly a month, three weeks maybe, as I didn’t feel rushed by the project’s due dates or by the complexity of my model. Most of the time when into the modeling and UVing itself as the UVs for this shape were difficult to unravel.
Much of the references I used outside of class are located on substance painter’f forums or youtube channel as I watched an extensive amounts of video tutorials for the maps I was not confident in doing.
SCI-FI CRATE UVING & LOW POLY PROGRESS
SCI FI CRATE HIGH POLY MILESTONE & PROGRESS
After attempting a few variations on the base shape of the crate, I settled on a more cylindrical canister design which resembled my concept design more than the triangular shape which I had been leaning towards. The change was a best fit for my skill level as adding in the pieces for fastenings and rivets was much more difficult than anticipated on a prism shape than a cylindrical shape. Moving from there, I took much of the reference for my model from the canisters which first drew my eye due to the opening mechanism which I hope I can replicate once I figure out how to go about fitting those pieces together and within the base shape.
The biggest hurdle was figuring out whether or not to model every little rivet and divot in the base model, which would be a much larger challenge than I had anticipated, or, much like the fastenings on the knife project, use substance painter to put in those key details. This I assume comes down to how close the object is the be examined while in the world it fits into. I think in the end I will leave the rivets to substance painter but there are a few other small details I could go into and model out, so that there is a good balance of modeling to painter without just using painter to mask modeling.
With that said, the modeling process was much smoother with this design compared to the other shapes I tried to model out before which proved difficult mostly when I began moving into the round details which conflicted with the triangular or hexagonal shape. I am optimistic that even if my modeling might be a bit behind, that I won’t fail to keep on schedule and have a final project done on time.
SCI FI CRATE CONCEPT DESIGN - CONCEPT
For this assignment we were instructed to create a high and low poly 3D modeled sci-fi crate. The first of this assignment was to collect references and create a concept in which to build from. For this project I wanted to construct a medical crate or med-pack like crate which would not be a typical rectangular shape. I discovered a handful of more rounded, cylindrical shaped carrying devices from across multiple different artists online. These allowed me to build the basic shape of my crate and determine whether I wanted a rounded shape or if I wanted to make them more hexagon or even a triangular shape for the main shape of my crate. From there I decided that, to be a med-pack, I would add a side component which would allow for the crate to be easily carried and for there to be emergency amenities such a flashlight, radio, and pouch.
The colour palette was much easier to assemble as most medical based items tend to be either blue, green, or red accents to a mostly white and black container. I have yet to test the different palette choices I pulled on the initial concept, but am favouring the blue shades more. Some other concepts which had elements I was interested in are shown below.












No comments:
Post a Comment