tag:blogger.com,1999:blog-22391613816122725282024-03-12T22:47:42.320-07:00Second year blogAlex Pitthttp://www.blogger.com/profile/10820037666954827930noreply@blogger.comBlogger29125tag:blogger.com,1999:blog-2239161381612272528.post-19244287876124473962016-04-26T14:49:00.001-07:002016-04-27T06:56:12.059-07:00Displaying model on sketchfab<div class="separator" style="clear: both; text-align: center;">
Along with putting my model into unity, I wanted to find a way to make displaying my model more acceptable. So I looked up way to do this on google and I found a website that I was previously unfamiliar with called sketchfab. This site allows users to upload a model and apply all the required textures to it that you need. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEge1crAOWrtzTJidZ8CI4mZwwusXQ09jDhgqUuHLYCsfwv7qtq4PPkZ61HBaBmlOfwmm_bXGlNfJZJlYR3DebeGJXsbZdJUJ2sH2HAIIUHKFnbODjt15_2-MXNwbr4M9GaUmrtWHiTOMGYo/s1600/sketchfabprocess.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="191" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEge1crAOWrtzTJidZ8CI4mZwwusXQ09jDhgqUuHLYCsfwv7qtq4PPkZ61HBaBmlOfwmm_bXGlNfJZJlYR3DebeGJXsbZdJUJ2sH2HAIIUHKFnbODjt15_2-MXNwbr4M9GaUmrtWHiTOMGYo/s400/sketchfabprocess.png" width="400" /></a></div>
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As you can see above, the window to the left is the process of applying all the textures, it was as easy as dragging all the textures that I made within quixel into the right boxes. This final render of my object was made of three texture maps in the end, one for the head, one for the base and one for the body, and five materials for each one. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiW-VYYQwdFOasQViSDoUMuPBqvwjJODoBb_K67bbZjXcy8MPTj-9TOIy65D3mGTOmhKaUu8ZyqiqZ109GpSrv4ui9htmULuO2KsHCGuKpUTPsiiwH2CnzC78IRaHxe0nW_rVSrL-DwAEGG/s1600/sketchfabprocess7.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="236" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiW-VYYQwdFOasQViSDoUMuPBqvwjJODoBb_K67bbZjXcy8MPTj-9TOIy65D3mGTOmhKaUu8ZyqiqZ109GpSrv4ui9htmULuO2KsHCGuKpUTPsiiwH2CnzC78IRaHxe0nW_rVSrL-DwAEGG/s400/sketchfabprocess7.png" width="400" /></a></div>
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I was then able to play around with the lighting quite a lot in this program, which aloud me to experiment a lot more than I was able to in unity and with half the time, as this didn't require as much effort to do, considering my lack of knowledge with unity this program was very helpful.<br /></div>
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Bellow are some screenshots I took of different lighting effect defaults that sketchfab had to offer. The range of lighting set ups that they had to offer allowed me to see how my model would be shown as if it was in a game with real time lighting. As I had been lighting my model in a sort of day time lighting set up most of the time, it was interesting to see how my materials where effected by a much darker lighting setup like the first screen shot shows. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPJtFD8knzxiUhVbasMMIaPmMoNkDFl5U251x-Tnijo2i_ARyatMX5wP1Z3WQgU_8UAd5MythsHEKVzOXiq4E0TeYC04P1bxWd3Tm0BXOZ4_9UKyY31SgpisfgWHIS2unjmtYWZJqM7V9F/s1600/sketchfabprocess8.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPJtFD8knzxiUhVbasMMIaPmMoNkDFl5U251x-Tnijo2i_ARyatMX5wP1Z3WQgU_8UAd5MythsHEKVzOXiq4E0TeYC04P1bxWd3Tm0BXOZ4_9UKyY31SgpisfgWHIS2unjmtYWZJqM7V9F/s400/sketchfabprocess8.png" width="307" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiY5DHA9oNgr048Lg2uK4iKOSya30c_MTwaVExhRbBIZ1s9p4srw968_Lkh2kkp4vFyliJKY7NglHOWJwEqzrasSl-oI1IvCMa-a6yDRXXa691ijxDwtfhitKt_QXiOKz2LFCCixM9XmYEN/s1600/sketchfabprocess6.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiY5DHA9oNgr048Lg2uK4iKOSya30c_MTwaVExhRbBIZ1s9p4srw968_Lkh2kkp4vFyliJKY7NglHOWJwEqzrasSl-oI1IvCMa-a6yDRXXa691ijxDwtfhitKt_QXiOKz2LFCCixM9XmYEN/s400/sketchfabprocess6.png" width="365" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiPSOOsyUemlELsXUuo4OULnuDtimr3IitLQudYxAlYN8GY0YIOcg701LoltGj6JMc-j635Bq1R-ZKg4rRmMntKtQI4NEidaGA6qvTCfDXtksl0hpADhGBR1_MQ6UynJZx2gDcnMBll_i-U/s1600/sketchfabprocess2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiPSOOsyUemlELsXUuo4OULnuDtimr3IitLQudYxAlYN8GY0YIOcg701LoltGj6JMc-j635Bq1R-ZKg4rRmMntKtQI4NEidaGA6qvTCfDXtksl0hpADhGBR1_MQ6UynJZx2gDcnMBll_i-U/s400/sketchfabprocess2.png" width="397" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTL0BL4IIsbgjgJQ5zHBx2jQoFkRPoTQHQG_FNhBTBuib0lM6VAmmyRHuosgXpXmEzWwTK1Ak9-9P8qmMxUnT9lAWcn8s6fC7Nigzhl31zJnLW8zh1ZVU47Z9TiLVuqLx7s0ORG2zhbuLh/s1600/sketchfabprocess3.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTL0BL4IIsbgjgJQ5zHBx2jQoFkRPoTQHQG_FNhBTBuib0lM6VAmmyRHuosgXpXmEzWwTK1Ak9-9P8qmMxUnT9lAWcn8s6fC7Nigzhl31zJnLW8zh1ZVU47Z9TiLVuqLx7s0ORG2zhbuLh/s400/sketchfabprocess3.png" width="400" /></a></div>
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With my final lighting set up complete I was then able to upload my object onto this interactive format that allows users to rotate around the object, and zoom in as they please. It also has features like being able to overlay the uv mesh and even showing the model without any materials on whats so ever.<br />Finding this site was great for me as it not only allowed me to display my model in a set up on part with that of unity, but it also means that I have a platform to display my model that is easily accessible by other people, as the site is also usable with smart phones it means that if i was to ever run into the opportunity where somebody wanted to see my work, I could easily just get out my smart phone and show them this model in a well lit environment in high detail.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5exc0hjVNNNwNY31FKV497SY7HhV_hdrEJS7LufkLTzBQ7LynPheUzy85wUhIQyYNbzjAHtp2yG5-lDXMTOwljIaSYKhAy_CGcfO0qmXGIwHIpSF9a7Tg_0IEdsGvECMdtDzi6WHe3JzG/s1600/Sketchfab_Modelshowcase.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="234" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5exc0hjVNNNwNY31FKV497SY7HhV_hdrEJS7LufkLTzBQ7LynPheUzy85wUhIQyYNbzjAHtp2yG5-lDXMTOwljIaSYKhAy_CGcfO0qmXGIwHIpSF9a7Tg_0IEdsGvECMdtDzi6WHe3JzG/s640/Sketchfab_Modelshowcase.jpg" width="640" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjK_gq1MLKrZKfHOGZUTyDcz8kEBKsdmA01OfuqKSZajZUZIYKE3iUZE4wijSIeBQk9_YtP2HukLB7YRnbwNRWVG7pG0jJ5apY9q34lkDW_D4hm-O1S2gzE6OGdtASPTRosaLtE6p0lrgmn/s1600/Sketchfab_Modelshowcase_UV.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="236" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjK_gq1MLKrZKfHOGZUTyDcz8kEBKsdmA01OfuqKSZajZUZIYKE3iUZE4wijSIeBQk9_YtP2HukLB7YRnbwNRWVG7pG0jJ5apY9q34lkDW_D4hm-O1S2gzE6OGdtASPTRosaLtE6p0lrgmn/s640/Sketchfab_Modelshowcase_UV.jpg" width="640" /></a></div>
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Above are some final screen captures that I created by screenshoting my model inside sketch fab from four different angles and then putting them together inside photoshop.<br />
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I'm really happy with the final outcome of this project, I feel that all the work I have done prior to this meant that I could reach this level of detail with this model. I was skeptical at first before starting this project as I began to think that it might of been to much work with it being made of so many separate pieces. But I believe that I have managed to capture the essence of my original references in this object, in a more realistic and accurate representation that would work well if applied to a video game.Alex Pitthttp://www.blogger.com/profile/10820037666954827930noreply@blogger.com0tag:blogger.com,1999:blog-2239161381612272528.post-32939428573020798842016-04-26T14:21:00.000-07:002016-04-27T06:39:57.848-07:00Setting up my model inside unity<div class="separator" style="clear: both; text-align: center;">
In order to display my object in most visually appealing way I wanted to set up a scene inside of unity where I could create a build that allowed me to pan a camera around my model .</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-EP-eCIM1ymgBTBnRPEOmTUbHdeeIgCLyVRry-WCWdurM19HhH0m3wbuQmWjMCZJ1k3INkJp9BK-T0LNb3pFTxuKW9bvbKwc6rPWaMvbWU8SiNBALDGuV62VplGGm8bB5begGn2-zUcez/s1600/unity_1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="183" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-EP-eCIM1ymgBTBnRPEOmTUbHdeeIgCLyVRry-WCWdurM19HhH0m3wbuQmWjMCZJ1k3INkJp9BK-T0LNb3pFTxuKW9bvbKwc6rPWaMvbWU8SiNBALDGuV62VplGGm8bB5begGn2-zUcez/s400/unity_1.png" width="400" /></a></div>
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I will definitely admit that using unity is not my strong point as I haven't had much use for it in my other projects as I am usually a 3d modeler who would be giving my pieces to someone else who would be doing the coding part of the project, so I wouldn't need to interface with unity at all pretty much. Because of my lack of experience with the software I realized that going over the top with effects and camera work would not be something I would be able to achieve, so the first thing i decided to focus on was setting up my materials to apply them to my object.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgE0yrIcdlAHgZIHvc09Yasqx8JJ_v3JhAMpGnb72iRrp6769MdAX0Ress3HS-KbQElrDeM3dibRhn3ZlwBqIBtadUf7FMvqNeTdkadttFRLbDh3LZ5gjsdI96hYSQ67UzzyWIHOaNYC_jV/s1600/unity_3.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="211" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgE0yrIcdlAHgZIHvc09Yasqx8JJ_v3JhAMpGnb72iRrp6769MdAX0Ress3HS-KbQElrDeM3dibRhn3ZlwBqIBtadUf7FMvqNeTdkadttFRLbDh3LZ5gjsdI96hYSQ67UzzyWIHOaNYC_jV/s400/unity_3.png" width="400" /></a></div>
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I then wanted to ensure that my lighting was correct and it displayed my object in a good environment, as with my previous 3d project I definitely think that this was an area where my project fell flat as it looked good in quixel quite but when i took it into engine, I failed to light it correctly and it just didn't look as good as it should of.<br />I went for a pretty basic lighting set up in the end however, something that showed the shimmer of some of the armor parts but also cast a good shadow onto the banner,</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAQfy1fqBx_HhKdcml1CujtcO6NJuCNAr_Cxy85TNErUfINug90akPU4MURF96hP2Z0lxMQeRKPvktNakEyOyCG_n1r8S8ga9Ie9R_N8l5aNtaVkZLmYE24Jlw5FRZMdQqe7taJljZCZBk/s1600/unity_2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="210" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAQfy1fqBx_HhKdcml1CujtcO6NJuCNAr_Cxy85TNErUfINug90akPU4MURF96hP2Z0lxMQeRKPvktNakEyOyCG_n1r8S8ga9Ie9R_N8l5aNtaVkZLmYE24Jlw5FRZMdQqe7taJljZCZBk/s400/unity_2.png" width="400" /></a></div>
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My next focus was to implement the ability to pan a camera around my object, and as i stated previously my lack of knowledge in unity and coding was not help for me here, so i took to the unity asset store. I found a pretty helpful piece of free cam code that I was able to apply to my scenes in engine camera, this then allowed me when I played the scene to let me play it as if I had no clip on within a game. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQh6ZlxF1QdKqFATWLDwhYY1yMnko3rbc8JvDMB3pwJ0lhAqkj0TrHO3MUhlj9JmqL-5su1_xivJHgvzlQu6ya8aG_s_m2DHfDvihcoe_DBsN7L7tDZYuuWn5IPRPgujq402bSkYpgfKFr/s1600/unity_4.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQh6ZlxF1QdKqFATWLDwhYY1yMnko3rbc8JvDMB3pwJ0lhAqkj0TrHO3MUhlj9JmqL-5su1_xivJHgvzlQu6ya8aG_s_m2DHfDvihcoe_DBsN7L7tDZYuuWn5IPRPgujq402bSkYpgfKFr/s400/unity_4.png" width="400" /></a><br />Above is a screen shot of my final model within my finished scene, you can see here I have walled off the scene and this is because I had some issues where when in play mode the camera would but out if it wasnt looking at anything other than the model or the floor, So i need to fix this. I also added a yellow area light to the bottom of the model so it would illuminate the bottom parts of the model and tint the banner slightley</div>
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<iframe allowfullscreen="" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/ssxYU-ruFb4/0.jpg" frameborder="0" height="266" src="https://www.youtube.com/embed/ssxYU-ruFb4?feature=player_embedded" style="clear: right; float: right;" width="320"></iframe><br />
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The video above contains footage of the panning camera within the build that I created. I think it works pretty well as it gives the view the ability to have a thorough look around the model at there own pace, being able to look at particular parts as close up as they like. If i had more knowledge of coding I would of liked to of smoothed the camera a bit more, as it seems quite jagged when I moved the mouse and you can see that in the video. I would of also liked to of added a zoom function to the camera.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhk8wPoiO2rxYjz6fDF2KecYGHRR-By9kDOKGJPv3Bi9RB4arxevSX4q-s98xf-g6UKsiIXlLKCZ8krxWCNCipIOD48yHusGKpiZBEjhE5qvP1pAwJlmPJpXr4v4YcF8iEdFOnXgfDSl2ls/s1600/Model+showcase.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="216" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhk8wPoiO2rxYjz6fDF2KecYGHRR-By9kDOKGJPv3Bi9RB4arxevSX4q-s98xf-g6UKsiIXlLKCZ8krxWCNCipIOD48yHusGKpiZBEjhE5qvP1pAwJlmPJpXr4v4YcF8iEdFOnXgfDSl2ls/s640/Model+showcase.jpg" width="640" /></a></div>
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<br />Alex Pitthttp://www.blogger.com/profile/10820037666954827930noreply@blogger.com0tag:blogger.com,1999:blog-2239161381612272528.post-17900170485198713192016-04-26T13:52:00.001-07:002016-04-26T13:52:12.074-07:00posing model and creating model base<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJ_b_TvwQ5n9B2lGh3kAckfgzFT0-Z0I7ezHrI0zQ6Yh3YdOwf90u6BuNAnGMFQQ8VsSUoifCT5Ir8bgogKafPq0mldJs2Oi1eH9ZspdQcqeZP3Vz4LdHk3bAEtaC31_YXxylTQUFTSAqb/s1600/Test_pose2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="210" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJ_b_TvwQ5n9B2lGh3kAckfgzFT0-Z0I7ezHrI0zQ6Yh3YdOwf90u6BuNAnGMFQQ8VsSUoifCT5Ir8bgogKafPq0mldJs2Oi1eH9ZspdQcqeZP3Vz4LdHk3bAEtaC31_YXxylTQUFTSAqb/s320/Test_pose2.png" width="320" /></a></div>
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<br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4PQBUtwx8QsfmneWlnTD17VkjcUEwrbvE4_Mr_LW_dA20aU3BL1_KdoDZ7TNghg_efaVH6nrjM9viEghxgRr2gnfQwFLYNyZJDLM24uq7SO8Kqq_e3CJuBDbhc9EPoRAreM6WxD4J0wmy/s1600/Test_pose.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="213" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj4PQBUtwx8QsfmneWlnTD17VkjcUEwrbvE4_Mr_LW_dA20aU3BL1_KdoDZ7TNghg_efaVH6nrjM9viEghxgRr2gnfQwFLYNyZJDLM24uq7SO8Kqq_e3CJuBDbhc9EPoRAreM6WxD4J0wmy/s320/Test_pose.png" width="320" /></a><br /><br />I wanted my model to have a base that I could pose it onto, much like the base from the model that I have been using as my reference. Only, I wanted my base to have a bit of terrain on it like a rocky surface so I've posed my model so that he's lifting his leg up onto a higher rock. Posing my model in the position was made a lot easier because of the work I put in earlier on in my workflow where I positioned all the joints for each separate object so that they would move naturally.</div>
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<br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmobkj3sSOT91KYiWDvauQ2ZXl184I06t_0uQZexxlHewl8PIaB4zaIgtksmuY1tAm0n6AV8MppyJK4eviRBr-GopUpsI2ewXJNtPXgMUNOOzGkFPEGlaKjL19JA2rxIXNLmI2Ttuwtb1E/s1600/colourbase.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjmobkj3sSOT91KYiWDvauQ2ZXl184I06t_0uQZexxlHewl8PIaB4zaIgtksmuY1tAm0n6AV8MppyJK4eviRBr-GopUpsI2ewXJNtPXgMUNOOzGkFPEGlaKjL19JA2rxIXNLmI2Ttuwtb1E/s320/colourbase.jpg" width="320" /></a></div>
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I exported the base that I created within maya into Zbrush so that I could begin applying some detail into the rocks. This process didn't take so long as other work that I've had to do in zbrush as there was only a few cracks and wear that I had to apply to the rocks. </div>
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<span style="text-align: center;">Earlier on in my project, I had plans to attach a banner to the back of my model, but as I was creating my model, I began to realize how awkward and inappropriate it would be for this battle suit to have a flag waving around on his back while he had two cannons that have to swivel backwards and forwards. From a design stand point, the chances of the battlesuit getting the flag caught in the cannons would be high, so I decided to leave it off my final model. Not only did this design choice make more sense, but it also meant that the intricate detail on the panel on the battlesuits back wasn't hidden behind a banner. </span><br />
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After briefly using Ncloth in my game design project, I decided to come back to it again and use it to create the banner that I originally wanted to attach to my battlesuit, and instead stick it into the base that the model will be placed onto. This would then mean that the battle suit would be free to move without the banner impairing its movement.<br />I wanted the banner to look as real as possible if I was going to be putting it besides my model which has a lot of detail so using Ncloth was a must. To create the banner I had to first convert the flat plane into an ncloth object that could be effected by gravity. I then constrained the vertexs along the top of the flag so that the top of the flag would not be effected by gravity, so I alined these vertexes along the banners pole, mimicking the sense that its hung up over it. I then added some frames to the animation window at the bottom so that I had more time to play with the ncloth animation. Before applying the ncloth simulation, I also made sure that the flag wouldn't clip through the banners pole. So then when I pressed play in the animation window the flag began to flow in the wind, according to the settings that I put it too so that it would blow away from the battle suit. I then exported the banner as an OBJ in the position I found the most appropriate and then added it to the base.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjX7QNlAXAzRxeaxT3ndtrCuHaQRPgbR0RMjrnCzxRSsGiMIgmIkz8tOqvhRvk8FYXeig2wjXekmvr8V_nhRAPz-h_ZUziAscHkK8A6G_GMYWxT2H74UyCOjo22q-T8qBCgtCJ2lWACRv3s/s1600/highpoly_base2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="271" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjX7QNlAXAzRxeaxT3ndtrCuHaQRPgbR0RMjrnCzxRSsGiMIgmIkz8tOqvhRvk8FYXeig2wjXekmvr8V_nhRAPz-h_ZUziAscHkK8A6G_GMYWxT2H74UyCOjo22q-T8qBCgtCJ2lWACRv3s/s320/highpoly_base2.png" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4onT7troLJrJ6Zk3d9jlpnSREgzQZPKH4G65PiQ_ZMhf7rAooc-9Fi35wTvcUq3Rh8O4MBd6GlsexAvQMrp-xh8k2x4OgWnFNsAPzuIqoC-UnCMDHanyh0NOpDIVCRs-kM0tdDR7UceKQ/s1600/highpoly_base.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4onT7troLJrJ6Zk3d9jlpnSREgzQZPKH4G65PiQ_ZMhf7rAooc-9Fi35wTvcUq3Rh8O4MBd6GlsexAvQMrp-xh8k2x4OgWnFNsAPzuIqoC-UnCMDHanyh0NOpDIVCRs-kM0tdDR7UceKQ/s320/highpoly_base.png" width="277" /></a></div>
Above is the final high poly model that I created after exporting the base and the banner together into Zbrush to add some small amount of detail. I also added the Tau insignia to the top of the banners pole so that when I baked my normal maps onto the low poly version it will have that extra level of detail again.<br />
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After creating my low poly model from quad drawing over my high poly model inside maya, I decided to play around with the idea of adding grass to the base. Instead of placing my model on a base where the terain was just rock, I considered instead him being in a field where there would be a small amount of rocks among the grass that he was on top of.<br />I decided against this idea in the end however, as it wouldn't really fit the theme of the reference that I was following. The warhammer 40k universe has a very dark theme and placing my model on a stand thats supposed to mimic the idea of it being within a lush field wouldn't make as much sense. </div>
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Much like the process with my previous albedo material, I decided to tweak this one a little bit as well so that I could add some detail to the flag. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9yRZwWl9RGBaJDhOuSq56Jq9bVwRVr3vAPHZj2Ppvo1fkyAxIWR61p52uhy8MiozIPb-m2KcUe_64iMFFRCmXFaDGdoGAisrwHk0X2xM3N6ANKWc0PWkFE2jQZsO-fK6W4-Up_lgxrJ1B/s1600/Base_Gloss.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9yRZwWl9RGBaJDhOuSq56Jq9bVwRVr3vAPHZj2Ppvo1fkyAxIWR61p52uhy8MiozIPb-m2KcUe_64iMFFRCmXFaDGdoGAisrwHk0X2xM3N6ANKWc0PWkFE2jQZsO-fK6W4-Up_lgxrJ1B/s320/Base_Gloss.png" width="319" /></a></div>
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gloss</div>
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Normal </div>
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Specular</div>
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Uv layout</div>
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Final base rendered inside of quixel. Im really happy with the final outcome of the base for my model. I think it has just the right amount of detail so that it doesn't draw too much attention away from the main model standing on the rocks. </div>
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<br />Alex Pitthttp://www.blogger.com/profile/10820037666954827930noreply@blogger.com0tag:blogger.com,1999:blog-2239161381612272528.post-52290648998141709382016-04-26T11:59:00.000-07:002016-04-26T11:59:00.842-07:00Final revisit of texturing body within quixel suite<div class="" style="clear: both; text-align: left;">
As you can see in the above screen shots, I resolved a lot of the issues that I stated I had with my texture sheets in my last post. I got rid of the gaps that where left behind in some parts of the albedo and I also made sure that the colours where all just the way that I wanted them to be, to match the references that I had been using from the beginning of my projects. I also carried through with my idea of making the red paint appear as if it had scratched off more and underneath was the same sandy colour. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbshBsOfmzgrmom7tord8DrF-_gWUnKdB9elHZc7G7qI8orm6RZH0_vjmZgXHLZTkvl16rm87-vreqlOfLmtau6EcA8aVT5kkBAfjHh6tYHXdEQcRwCzfiS-ic26lF44-1xK_BSmXOhxKE/s1600/final_1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbshBsOfmzgrmom7tord8DrF-_gWUnKdB9elHZc7G7qI8orm6RZH0_vjmZgXHLZTkvl16rm87-vreqlOfLmtau6EcA8aVT5kkBAfjHh6tYHXdEQcRwCzfiS-ic26lF44-1xK_BSmXOhxKE/s320/final_1.png" width="297" /></a></div>
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<span style="text-align: center;">After a closer look back at the models I was using for reference, I realized also that the broadside battlesuit often has a lot of white markings painted onto the armor, for decoration. So I installed a tau font into photoshop and started creating small words that I could put around the armor, and intricate lines where also added to match the reference pieces. </span><br />
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I however ran into an unfortunate problem at this stage though. After reaching this stage of completion and exporting my materials from the quixel suite, I decided to clean up my hardrive to organize my file structure a bit more, deleting old test materials and out dated files. During this process I accidentally managed to delete the materials that I had previously exported. Fortunately for me, I was able to load of my project in quixel, back to a save point before I had applied the decals to my armor.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZZchXdbu1gHEyAbabxoNkxp_ouEVtt9Ztvb15VTa_XNCO7qva7Bph_42vHRKqLJulfnneySNQ1Gyfai3xaoqxN3Nsz34zOu9HXdWf1xjpERb_cQZv5WB10Recr14v9TNyHxkBOwYI7o_e/s1600/final_6.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="268" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZZchXdbu1gHEyAbabxoNkxp_ouEVtt9Ztvb15VTa_XNCO7qva7Bph_42vHRKqLJulfnneySNQ1Gyfai3xaoqxN3Nsz34zOu9HXdWf1xjpERb_cQZv5WB10Recr14v9TNyHxkBOwYI7o_e/s320/final_6.png" width="320" /></a></div>
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This then only meant that I had to reapply the white decal detail to my model, So I decided that this time around I was going to be a lot more careful with the process, as I noticed that some of the decals that I applied to my albedo material came out slightly distorted when applied the model.<div>
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Below are screen shots of the final material's that I exported after accidentally deleting the first ones.<br /><div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiBwXrobq3fpNMvQGr45Kq2_vD6oQuxcv4k8CqLwTkvEZFBRg3uHxq-qOrteuOPyxsD8RYZGZOOhSvlsy84yaLzBVSE5SD_GgCuEh1YtTB7_5Umgvf9RaqIFDC1LTICashySYEYvyvMWQM4/s1600/albedo.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="317" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiBwXrobq3fpNMvQGr45Kq2_vD6oQuxcv4k8CqLwTkvEZFBRg3uHxq-qOrteuOPyxsD8RYZGZOOhSvlsy84yaLzBVSE5SD_GgCuEh1YtTB7_5Umgvf9RaqIFDC1LTICashySYEYvyvMWQM4/s320/albedo.png" width="320" /></a><br />Albedo</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjemzerECS44oCSZqzdPyBXXNUg-u967HFRaaMby3qRKQD_lOTcuQCq9ufIjxTlt53DTTfSCYLERp6ASv-SbTk3OTAAKfBEg8pMTLtjTPxXfP6uYP31TQ0Zev6YxeOGDKYgcPEiFYzTRigX/s1600/AYOH.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjemzerECS44oCSZqzdPyBXXNUg-u967HFRaaMby3qRKQD_lOTcuQCq9ufIjxTlt53DTTfSCYLERp6ASv-SbTk3OTAAKfBEg8pMTLtjTPxXfP6uYP31TQ0Zev6YxeOGDKYgcPEiFYzTRigX/s320/AYOH.png" width="317" /></a></div>
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AO</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjlTAl_G_inSb0SkFhJZQXfgqLh9UVDw6_xOUnZSUJLLcyn6KIhyphenhyphenW7u4wl926MSC8kRsUr4proi_CeH2avp3UMB66Wy-I1Y9Nb5TUfLkGrb1rRhZiUr9PFczIfLDrYYmz6gbjcyIIDy1y77/s1600/colourID+final.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="317" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjlTAl_G_inSb0SkFhJZQXfgqLh9UVDw6_xOUnZSUJLLcyn6KIhyphenhyphenW7u4wl926MSC8kRsUr4proi_CeH2avp3UMB66Wy-I1Y9Nb5TUfLkGrb1rRhZiUr9PFczIfLDrYYmz6gbjcyIIDy1y77/s320/colourID+final.png" width="320" /></a></div>
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Colour ID map, re worked again so that there where no colour's that had baked through where they shouldnt of, like what had happened with my initial attempt. I found that that was the problem with the top of the gauss cannon, all I had to do was fill in the colour where it was missing and it fixed the issue. For some reason this didn't work for the other texture issues that I showed earlier on however, so to fix those issues I simply layered over the parts that needed adjusting on the albedo material. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQZIoX34Jf9uqZHdKYwBuvTWoD1yfkKaAGrxm-apJkwYQN79jFU5OcRmrYfFr3LfpSkwTd-SDLzgPC_TEDNiuKGfVx-DF3-7vMPCK3iQeVnyRblF0VzOen1RpBIsVVbksT_1BQ1gWVklAo/s1600/gloss.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="316" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQZIoX34Jf9uqZHdKYwBuvTWoD1yfkKaAGrxm-apJkwYQN79jFU5OcRmrYfFr3LfpSkwTd-SDLzgPC_TEDNiuKGfVx-DF3-7vMPCK3iQeVnyRblF0VzOen1RpBIsVVbksT_1BQ1gWVklAo/s320/gloss.png" width="320" /></a></div>
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Gloss</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhD_pvl0MUY6jCrrgVs0Zsp8dM9REVRe20aE4CPgioyXM2bqcidG0V_VG6YRseZ-0k6bJ6CfSSUQSJGnV9XnKCPvb3UpzjSY2AGb1HR5LqBfUTyZnxYK_ghTMPQ-iQ-34QP9a7zcpEzmfB/s1600/normals.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="315" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjhD_pvl0MUY6jCrrgVs0Zsp8dM9REVRe20aE4CPgioyXM2bqcidG0V_VG6YRseZ-0k6bJ6CfSSUQSJGnV9XnKCPvb3UpzjSY2AGb1HR5LqBfUTyZnxYK_ghTMPQ-iQ-34QP9a7zcpEzmfB/s320/normals.png" width="320" /></a></div>
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Creating the normal maps and the AO was a Long process as I had to bake a few objects at a time to avoid any issues where one object would end up baking on to another. meaning that I had to group up some of the objects that where furthest away from eachother, like I would bake the feet and the torso at the same time for instance.</div>
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Some editing was required of the normal maps latter on within photoshop as well, to get rid of a few mistakes that would of been easier sorted it out within photoshop rather than xnormal. I did however have to split up some objects into two pieces, for instance the bottom half of the arms had to be split into two objects as it was obscuring the bake, making parts of the arm bake onto other pieces of the body.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHTLoZ6CeGRGFctzxdMOtAfRqGYyJhebcAiir5G1E483N2BLJpJl0eizqUZ6uASTTjCMJotUcLYssfFs-T7BbqIqluHMusL02GReCupx3aO2L21jET1be1hgAOJ3V_sapQr9EV3cDnwfUE/s1600/specular.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="318" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhHTLoZ6CeGRGFctzxdMOtAfRqGYyJhebcAiir5G1E483N2BLJpJl0eizqUZ6uASTTjCMJotUcLYssfFs-T7BbqIqluHMusL02GReCupx3aO2L21jET1be1hgAOJ3V_sapQr9EV3cDnwfUE/s320/specular.png" width="320" /></a></div>
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Specular</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi06PeY1M9Oc_7AKKD0HiNi-i-O-iPGrsCL64EW0GXaS88P2PYhhX0eiDTQ_qRvuAMNlvclC3of_ftVJd15Cp95k-IbXAbKvJUcP6cQrbE1Ex-SmJyqLIfla2eCOJrm3H1p8FU-QelYC2jz/s1600/uv%2527s.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="286" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi06PeY1M9Oc_7AKKD0HiNi-i-O-iPGrsCL64EW0GXaS88P2PYhhX0eiDTQ_qRvuAMNlvclC3of_ftVJd15Cp95k-IbXAbKvJUcP6cQrbE1Ex-SmJyqLIfla2eCOJrm3H1p8FU-QelYC2jz/s320/uv%2527s.png" width="320" /></a></div>
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Unwrapped UV's<br />My UV snapshot was very useful during the editing process of my materials within photoshop. I used it to overlay all the materials that I had to edit so that there wouldn't be any distortion when I applied them to the model. It was patriotically useful when working over my albedo material. This time around, I over layed the uv's so that when I was applying the decals to the armor they would line up much better with the uv's so that they wouldn't distort.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjV9iq_vR0bsqXj1cDGP9b5G7LffCDaa0b2RcN728PkK4oKQsmf8J4U2OU2uzPBKyRb3cHPVjwcAItwm4HHN0FgaslEE-SdjmsHJKeYyLJcUA7eVTD3yZQv2VpiSSNmwph2MgiG2kQWfQpy/s1600/final_RE2.png" imageanchor="1"><img border="0" height="331" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjV9iq_vR0bsqXj1cDGP9b5G7LffCDaa0b2RcN728PkK4oKQsmf8J4U2OU2uzPBKyRb3cHPVjwcAItwm4HHN0FgaslEE-SdjmsHJKeYyLJcUA7eVTD3yZQv2VpiSSNmwph2MgiG2kQWfQpy/s320/final_RE2.png" width="400" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9XwVuubjzdM6fCfzIRSAMSlNNVjFGz3RJzCZ88SHv8E7S_Bq_BsnY358UmiV5UkGhBpRvcNxbqzN5wwgOpaMzNHwtH7d7CeVEJoyUxN6GEjx-Xap7E0toeFpGcl9tZbLA_hM-8YCPUh0g/s1600/final_RE3.png" imageanchor="1"><img border="0" height="375" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9XwVuubjzdM6fCfzIRSAMSlNNVjFGz3RJzCZ88SHv8E7S_Bq_BsnY358UmiV5UkGhBpRvcNxbqzN5wwgOpaMzNHwtH7d7CeVEJoyUxN6GEjx-Xap7E0toeFpGcl9tZbLA_hM-8YCPUh0g/s320/final_RE3.png" width="400" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjoLK-LBXXLLsUQVCe6EFd7BckbUqynzEIN2neTA8bTe0y59iofoyjC6w1r7jvckAoLcNU2q9D4feSiDSJawXblC4VtV_VofuyfL6xjgN6ufJFVI6_IvpaUEg38trz04wR4PYUYGBVE3Ztl/s1600/final_RE4.png" imageanchor="1"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjoLK-LBXXLLsUQVCe6EFd7BckbUqynzEIN2neTA8bTe0y59iofoyjC6w1r7jvckAoLcNU2q9D4feSiDSJawXblC4VtV_VofuyfL6xjgN6ufJFVI6_IvpaUEg38trz04wR4PYUYGBVE3Ztl/s320/final_RE4.png" width="361" /></a></div>
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Above are the screenshots of the the final outcome of my model with all its materials applied within quixel. Im far happier with this iteration that the previous one that I lost my files for. I'm glad that I had to come back as it meant this time around I noticed my mistakes with applying the details on top of the albedo the first time around within photoshop, meaning I had a better quality outcome this time.</div>
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Alex Pitthttp://www.blogger.com/profile/10820037666954827930noreply@blogger.com0tag:blogger.com,1999:blog-2239161381612272528.post-9211827244539862712016-04-26T09:58:00.002-07:002016-04-26T09:58:38.659-07:00First attempt at full model texture<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjmVyBb5ep6f-wLnZALNqVcT-cJCbc7GGlWSUSakLlxf9Z_v6hy6n4jk3_zj6Ti7FRQflmcuya0vnVi6vhKiSLJY77ZcYxhDC5oRs7hkcyiXAoaBPul2rgz_IVVr8q8aWSzppltGpFWxKG/s1600/20.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjmVyBb5ep6f-wLnZALNqVcT-cJCbc7GGlWSUSakLlxf9Z_v6hy6n4jk3_zj6Ti7FRQflmcuya0vnVi6vhKiSLJY77ZcYxhDC5oRs7hkcyiXAoaBPul2rgz_IVVr8q8aWSzppltGpFWxKG/s320/20.png" width="320" /></a></div>
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There are noticeable mistakes with the textures on this model at this stage. I will have to go back and look for where the problem lies within the maps and fix them within photoshop.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZrdZ4XTjPp4HTN3XfTDJ1l8tUTKEPI5wAB2pnAxGZZDezeNGGb5NjfMoZNIM0QO32mkttfcH8XEYEzqPN9P0amNn7DkdCxWoI88cwjsizToX26Ls_-T4CFI80NtBTlbDF7me67AxAo7K9/s1600/21.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="315" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZrdZ4XTjPp4HTN3XfTDJ1l8tUTKEPI5wAB2pnAxGZZDezeNGGb5NjfMoZNIM0QO32mkttfcH8XEYEzqPN9P0amNn7DkdCxWoI88cwjsizToX26Ls_-T4CFI80NtBTlbDF7me67AxAo7K9/s320/21.png" width="320" /></a></div>
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I'm not particularly happy with the colour of my model at this stage either, now looking back at it I think that it needs to be a lot darker, the sandy colour needs to be a lot more brown and the reds need to be a lot more of a burgundy colour, but I can also go back and change this. I do however like the scratched paint effect, it may be something that I play around with a bit more, perhaps making it appear that the red paint is flaking off more and you can see the sand colour underneath</div>
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Above are a few screenshots of some key errors that I found within my models textures, for some reason after applying textures to my colour Id maps, I was left with these strange gaps within my texture sheets where no texture was being applied. The only fix I found for this was too layer over the albedo within photoshop to block out the grey parts where the models base texture was coming through. You can see how I have attempted this with the middle screen shots on the leg armor, I've not done a very good job here however so I think next time I come back to this process I will be have to take more care with how I fill in these parts.<br /></div>
<br />Alex Pitthttp://www.blogger.com/profile/10820037666954827930noreply@blogger.com0tag:blogger.com,1999:blog-2239161381612272528.post-53712244932383721102016-04-26T09:39:00.001-07:002016-04-26T09:39:34.885-07:00Post map clean up test<div class="separator" style="clear: both; text-align: center;">
Having realized after my first test that I hadn't smoothed a lot of the edges of my low poly model, I went back into maya and this. Now after having another attempt at texturing within quixel, it turned out a lot better, especially around the back where there is a lot of intricate detail. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDHqFO2dm7RG39h3r1cErUXE0GXuy7jmk9IsCIzkdK1IxLGbWFHKucAnYLxiv9abPruP-jIFrtBY7ObKmYFaO40QJ-cRBbQ09HgbUA94gyw6wfD6c_YJTCkRiBVyNGTuyC_cnbT7N7NEq7/s1600/Secondtest1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDHqFO2dm7RG39h3r1cErUXE0GXuy7jmk9IsCIzkdK1IxLGbWFHKucAnYLxiv9abPruP-jIFrtBY7ObKmYFaO40QJ-cRBbQ09HgbUA94gyw6wfD6c_YJTCkRiBVyNGTuyC_cnbT7N7NEq7/s320/Secondtest1.png" width="305" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_2jBodHZ8VB_RMwgFrPsfCOU6Ou78fiKOBYfn5wKjD39iF8DuoKtMpJSReDDOST3V56IFgCqzIUXV24a0uTI-se6iSGzCcLcliCdWPW0rOLfg3ozLJMXNwHi6OWQgySbv5wXoJiQ8m_kT/s1600/Secondtest3.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="217" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_2jBodHZ8VB_RMwgFrPsfCOU6Ou78fiKOBYfn5wKjD39iF8DuoKtMpJSReDDOST3V56IFgCqzIUXV24a0uTI-se6iSGzCcLcliCdWPW0rOLfg3ozLJMXNwHi6OWQgySbv5wXoJiQ8m_kT/s320/Secondtest3.png" width="320" /></a></div>
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Cleaned up the normals and AO around the back, to make the inside area a lot smoother looking</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjScM1bgZRHkFKJfxlargYeP4VXZDFXaWrlTU_KUHk5VfkTBcYYb-9WKTnGDPm_Z3Muoe05khu3xIMr6awdivOc8rjL_W1ykG9CN86wwrUPqdrx-dXC9E_iMWCdsezUtd6lsa0T9qB4UFsJ/s1600/Secondtest4.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="205" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjScM1bgZRHkFKJfxlargYeP4VXZDFXaWrlTU_KUHk5VfkTBcYYb-9WKTnGDPm_Z3Muoe05khu3xIMr6awdivOc8rjL_W1ykG9CN86wwrUPqdrx-dXC9E_iMWCdsezUtd6lsa0T9qB4UFsJ/s320/Secondtest4.png" width="320" /></a></div>
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Ensured that the colour ID wasn't over lapping in this area, so now the bottom colleration is seperate as it should be. </div>
<br />Alex Pitthttp://www.blogger.com/profile/10820037666954827930noreply@blogger.com0tag:blogger.com,1999:blog-2239161381612272528.post-62127790953709807972016-04-25T16:45:00.001-07:002016-04-27T06:22:03.995-07:00Colour Id Process and work around process<div class="separator" style="clear: both; text-align: center;">
To make the process of creating my materials inside of quixel easier, I knew that I would need to create a colour ID map. Where as what I would usally do to make my colour ID map is take my UV snapshot into photoshop and colour over the top of it, that was going to be a lot of work for me to have to do for all of these objects so instead I decided that I would do it inside of zbrush, by colouring in the parts of the model that would be a seperate material and exporting them as OBJ's with that colour attached. </div>
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So what I firstly had to do, was take the high poly model that I had created before it had been taken into zbrush, and split apart the uv's of the object. This isn't something I would usually have to do with my high poly object as it is a lot more work unwrapping a high poly object than it is to unwrap a low poly object. But I had to do this process so that when I imported these objects into zbrush to be colourised I would be able to auto group the object from UV's and the color from polygroups.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgu5wWN6lKKuz4Kmk82I86gC_2-cr8GAVB7CA7XNqG6p5w_FeoPrjVqGqY7cnInFK03i8hIsu20QA1U4SI1-wrQW8Rz_nZPytfUz0TwKgudKHVW1DIf7SkJhYLw8o2o7UAPvWY2j3hzCJe/s1600/colourIDunwrap2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="181" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgu5wWN6lKKuz4Kmk82I86gC_2-cr8GAVB7CA7XNqG6p5w_FeoPrjVqGqY7cnInFK03i8hIsu20QA1U4SI1-wrQW8Rz_nZPytfUz0TwKgudKHVW1DIf7SkJhYLw8o2o7UAPvWY2j3hzCJe/s320/colourIDunwrap2.png" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMtGYYR0J9Y1Q6A9sAfImyKhgnCXS9dSGLGFLFeyqRTQtvWJfWAGy_A5OEoWAVRYHUhkM5NlknPA6DalbPqZJ-XFPEucPNpkoqW2P2aTRzvCGQm0iO4sRwwODJbyXA6W8QRnAiWO45wynH/s1600/colourIDunwrap.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="178" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhMtGYYR0J9Y1Q6A9sAfImyKhgnCXS9dSGLGFLFeyqRTQtvWJfWAGy_A5OEoWAVRYHUhkM5NlknPA6DalbPqZJ-XFPEucPNpkoqW2P2aTRzvCGQm0iO4sRwwODJbyXA6W8QRnAiWO45wynH/s320/colourIDunwrap.png" width="320" /></a></div>
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Colour ID within zbrush</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-zdkJVGu5oFNKyEYxJ4uuXxnV5K_bDm2OUYXtHMWc6vAN8JH39PCM28HSlariP2EuS-opVKS3HMOAsyoMP2Xw2MVpdZdNRK6Rw2oTeE3p_MZ73IbCzexFCkeg5I2sZzle9n97r-P8xCnr/s1600/ColourID+Process_%2521.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: left;"><img border="0" height="237" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh-zdkJVGu5oFNKyEYxJ4uuXxnV5K_bDm2OUYXtHMWc6vAN8JH39PCM28HSlariP2EuS-opVKS3HMOAsyoMP2Xw2MVpdZdNRK6Rw2oTeE3p_MZ73IbCzexFCkeg5I2sZzle9n97r-P8xCnr/s400/ColourID+Process_%2521.png" width="400" /></a></div>
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Unfortunately for me however, this process was going to have to take much longer. As for some reason, when i was auto colouring my objects from poly groups, parts of the colour would bleed into another colour meaning that there was no hard edges of colour though out my whole object which would be a huge problem later on when applying my materials to the colours.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgMa2zPurQAn9NFJ5L-idkBXxBJv9zKP_RX9h1G6MkFkEyBt3GizRapIzxwXtwtKX1uv4FqrM7j3qaLoo_vAdriOEZgqX9yByHZg73WhBc6ZDM8pAhIip2gNH4lC5WfuhUG1oMpgPyAOxK/s1600/ColourID+Process_2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="258" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgMa2zPurQAn9NFJ5L-idkBXxBJv9zKP_RX9h1G6MkFkEyBt3GizRapIzxwXtwtKX1uv4FqrM7j3qaLoo_vAdriOEZgqX9yByHZg73WhBc6ZDM8pAhIip2gNH4lC5WfuhUG1oMpgPyAOxK/s400/ColourID+Process_2.png" width="400" /></a></div>
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To work around this I had to endure a lengthy process inside of zbrush. What I essentially had to do was split apart my objects into there poly groups. So that there would be an object for each poly group. The shoulder instead of being one object would now be made of four separate objects for instance, as there would be four different poly groups on that shoulder. With these parts of my objects now separated, I could fill that part of the object with the colour that I needed, and this would then mean that there would be no other object for the colour to bleed into. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxaGjqItKu2bv7y95QQXn7UfC8Q9LuKrh565188nFHqABzPQnA0qqDpFKHDIO2-dA02sLzxiYEZodMjxYtzO9H-RNmQ6rXunHhHEeTMKncnvP5ncTzOlJukslXQq2JBzzW9hoyeqxdbRg4/s1600/ColourID+Process_3.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="265" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxaGjqItKu2bv7y95QQXn7UfC8Q9LuKrh565188nFHqABzPQnA0qqDpFKHDIO2-dA02sLzxiYEZodMjxYtzO9H-RNmQ6rXunHhHEeTMKncnvP5ncTzOlJukslXQq2JBzzW9hoyeqxdbRg4/s400/ColourID+Process_3.png" width="400" /></a></div>
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After I filled the seperate objects with colour, I could then merge them all together to create the whole orignal object like it would of been before, only this time all the colours where confined to their own poly group and not bleading into any of the others. This was a tedious work around to have to apply to each of my objects seperatley as it took up way more time than what it would of originally taken, which was annoying but it was definetly something I had to do in order to get the level of detail that I needed.</div>
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Layering Colour ID maps within photoshop</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_NV0FLF3B0oflam56WwaecN0a3zbKTA3Hqs9qKySoUnqrx6ItHuZrez4unKzFtl-90onF9O5lpVvBJwVn6nKMvQjVWK_ndMYuUkrevxPOSVqU1jnMRm7j-iolsMBapDzAfRtYWcupZEO-/s1600/ColourID+Process_5.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="203" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_NV0FLF3B0oflam56WwaecN0a3zbKTA3Hqs9qKySoUnqrx6ItHuZrez4unKzFtl-90onF9O5lpVvBJwVn6nKMvQjVWK_ndMYuUkrevxPOSVqU1jnMRm7j-iolsMBapDzAfRtYWcupZEO-/s400/ColourID+Process_5.png" width="400" /></a></div>
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After exporting the objects as OBJ's with the colour data that they now had on them, I then baked these colour ID objects onto my low poly objects. I did however have to bake them all separately as, for an example, the colour from parts of the arm where baking onto the torso, essentially putting parts of colour on there that shouldn't be there at all. So I had to bake all the parts individually and then piece them all together within photoshop.</div>
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Fixing issues with colour maps</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgs1KWnEqGTMWhime66E4jsRfxv2gfYDUIMgQgMCqwQ7wImB2umBDt0lGKywO5S145CqaKWg9HtoSZRbIWd0iWbUpz0wDu_XkeAwGke4vQYX2CjOboA6fsfxkYVkYB65WiJVqsbcOihA-5Q/s1600/ColourID+Process_4.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="112" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgs1KWnEqGTMWhime66E4jsRfxv2gfYDUIMgQgMCqwQ7wImB2umBDt0lGKywO5S145CqaKWg9HtoSZRbIWd0iWbUpz0wDu_XkeAwGke4vQYX2CjOboA6fsfxkYVkYB65WiJVqsbcOihA-5Q/s400/ColourID+Process_4.png" width="400" /></a></div>
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Despite baking them all individually however, there where still some slight mistakes that needed to be fixed where parts of the same object had baked onto wrong parts that later on down the line would mean that the textures would all be looking obscure. so with maya open on one screen and photoshop open on the other with a UV snapshot overlaying my colour maps, I was able to match up the uv's across the two pieces of software to ensure that I was putting colour in the right areas and removing it from where it shouldn't be. </div>
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Final Completed colour ID map after layering process</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidGIR_wKOK2hsd9sS6w6R-hg_0OIYEG8LuDydFlvo7c5sIYil-gwAbjaMIQV-xh8SoqmiJewGG1QZVzuWBfXmubmJd_ccuX2tyudMn6_yd6UexXL6g4OGNdDYOcujn3ANV_ZciNRUoCRLI/s1600/colourID+final.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="317" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidGIR_wKOK2hsd9sS6w6R-hg_0OIYEG8LuDydFlvo7c5sIYil-gwAbjaMIQV-xh8SoqmiJewGG1QZVzuWBfXmubmJd_ccuX2tyudMn6_yd6UexXL6g4OGNdDYOcujn3ANV_ZciNRUoCRLI/s320/colourID+final.png" width="320" /></a></div>
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<br /><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEif5tSRpagSFm7Nwz2NFPWQWJwx_RnUEzqhZavFoxcfVOfxgIs66sj1oK8DJNIjRHYuqKpfH12Gsuin4j8MYOsyW4XCaMmbeAqJBF-5m7sJeUtArVToXd3vTLaGgFeT1kGogTvUIn6WwgLA/s1600/colourtest.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="288" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEif5tSRpagSFm7Nwz2NFPWQWJwx_RnUEzqhZavFoxcfVOfxgIs66sj1oK8DJNIjRHYuqKpfH12Gsuin4j8MYOsyW4XCaMmbeAqJBF-5m7sJeUtArVToXd3vTLaGgFeT1kGogTvUIn6WwgLA/s320/colourtest.png" width="320" /></a></div>
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Colour ID map rendered in quixel on torso. </div>
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Below are some screenshots of my first test of applying materials to my torso object inside of quixel after applying my colour ID maps. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxNUrbZlG0oWlpCWe4QN_pinFxoaCPGCvQZ6gf-SZt4szOMDmW8vOl_-z5Ubu6USC64OxHyq7H8Wzp9IQPtYxjHlQ0zYlFXYseji6aQigbydOlRjcLoKDRfdQMAMZO6RBRqOj4Z_9yNFfj/s1600/first+test2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="315" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxNUrbZlG0oWlpCWe4QN_pinFxoaCPGCvQZ6gf-SZt4szOMDmW8vOl_-z5Ubu6USC64OxHyq7H8Wzp9IQPtYxjHlQ0zYlFXYseji6aQigbydOlRjcLoKDRfdQMAMZO6RBRqOj4Z_9yNFfj/s320/first+test2.png" width="320" /></a></div>
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Im glad that I did this test run rather than jump straight in and begin applying all the work that I wanted to put into it as I noticed that there where quite a lot of mistakes with my colour ID map for my torso that had to be fixed before I carried on.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-obbedYNPBmpI-OiVHqwSIUE-4EkXHxqrmI7psZEEFaynBliQ5MIz3YzSKcXE4APtaOpMnw3jeG6R_bnRYdMOZRa8MIaC5QaK4Fll8r9i1Tuy9gdhFak-a4ZwFvClQ6dnlvIN4TUo-lW6/s1600/first+test3.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="199" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-obbedYNPBmpI-OiVHqwSIUE-4EkXHxqrmI7psZEEFaynBliQ5MIz3YzSKcXE4APtaOpMnw3jeG6R_bnRYdMOZRa8MIaC5QaK4Fll8r9i1Tuy9gdhFak-a4ZwFvClQ6dnlvIN4TUo-lW6/s320/first+test3.png" width="320" /></a></div>
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No only that, but there where also some mistakes with my AO map and my Normal map that also created some obscurities on my object. As you can see in the screenshot above, the pipes on the back had baked onto the sides of the torso making it look really jagged, where as that part should be smooth instead, So i will need to go into photoshop and edit my maps a bit.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZeTk-gPZpNnu9Tl1KlFHjePOdkhPmVikyYUowyT4gtftPQb9KD0PLNL9J1MZ5__bj-JDTNDJkx0b9OeAJSfl-3Jsa5EznGrJJuqfUNQqoUtRQmLRLCVzrTAdWHX32t_vgyl46qVvG9-om/s1600/first+test4.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="183" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjZeTk-gPZpNnu9Tl1KlFHjePOdkhPmVikyYUowyT4gtftPQb9KD0PLNL9J1MZ5__bj-JDTNDJkx0b9OeAJSfl-3Jsa5EznGrJJuqfUNQqoUtRQmLRLCVzrTAdWHX32t_vgyl46qVvG9-om/s320/first+test4.png" width="320" /></a></div>
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There was also a slight problem with the grill at the front. The colour ID had been baked onto the gril where it shouldnt of been, so i will have to remove this part inside of the colour ID map in photoshop.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixSArd6q9G0f4isF0h7oW0FeijvTqE8PisewIP6Vx5OkBcyaR7rikv3zfNHHj1liCsRETh8j5glK0IiaoweQZa_dunzyyJJKildl5_sIgWXz-feeBQEGdlcBfQcyZCYvQRpezvGWKwoZld/s1600/first+test.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEixSArd6q9G0f4isF0h7oW0FeijvTqE8PisewIP6Vx5OkBcyaR7rikv3zfNHHj1liCsRETh8j5glK0IiaoweQZa_dunzyyJJKildl5_sIgWXz-feeBQEGdlcBfQcyZCYvQRpezvGWKwoZld/s320/first+test.png" width="305" /></a></div>
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Despite the mistakes, this test has shown that overall, all my maps work pretty well on this model. The mistakes that I will be fixing will only make the materials looks better and more realistic.</div>
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<br />Alex Pitthttp://www.blogger.com/profile/10820037666954827930noreply@blogger.com0tag:blogger.com,1999:blog-2239161381612272528.post-44277036234559327412016-03-23T19:26:00.000-07:002016-04-27T05:54:22.532-07:00Finished tau head<div class="separator" style="clear: both; text-align: center;">
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After completing all the low poly pieces for my models body I decided that it was time to revisit the head model as it wasn't completed the last time I tested it in quixel. <br />
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As you can see below, I followed up on what I said I would do with my low poly model and used the high poly zbrush model of my head that I created as a live surface in maya and modeled my low poly model around that, so now the previously far more humanoid low poly face has a far more gaunt look, with a flat nose. This now means that when I bake my high poly model onto this there wont be any obscurities. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgL4utfHm00v1Hd20LWJENuqlKk5Pk7Zg5fE1YYTjJ_Hvj7yKNd7iqBvR5yqvMB_CkEixf2M3zpIqWFs8vth7TgB1xHGD2oqZ-evyxmVOrAjLIyGx1PGAJUkyPEpvFQq_TK_HuAD8k1Oc0r/s1600/Head_lowpoly2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgL4utfHm00v1Hd20LWJENuqlKk5Pk7Zg5fE1YYTjJ_Hvj7yKNd7iqBvR5yqvMB_CkEixf2M3zpIqWFs8vth7TgB1xHGD2oqZ-evyxmVOrAjLIyGx1PGAJUkyPEpvFQq_TK_HuAD8k1Oc0r/s320/Head_lowpoly2.png" width="250" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEDoJEb95VB2YeKnGmB5IWqxbzuGXnopK56oiwQujquOhJVQgDMDX7TQwiwwrYjHTFiPVxbf4w6WFDGalkQUNWtyUAspsG7mNQTM78vg3V5teW3NRLidMMBP1a7V57NvhyjzcDy-N1WSac/s1600/Head_lowpoly.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEDoJEb95VB2YeKnGmB5IWqxbzuGXnopK56oiwQujquOhJVQgDMDX7TQwiwwrYjHTFiPVxbf4w6WFDGalkQUNWtyUAspsG7mNQTM78vg3V5teW3NRLidMMBP1a7V57NvhyjzcDy-N1WSac/s320/Head_lowpoly.png" width="277" /></a></div>
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Bellow Is my first attempt at creating the head again within quixel. This time I got it much closer to how I wanted the final piece to look. A noticeable error at this stage though was that I had forgotten to smooth the eye on my low poly object, so when I baked my models together in Xnormal it put some detail onto the eyes that shouldn't be there. Other than that Im pretty happy with how the head looks at this point, but as you will see below after I smoothed out the eyes and brought my head back into quixel I decided to make some aesthetic changes to the textures.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9l5XbnbbNnD66wRF96g_XQMuDLziSztk4lbgu0lj-0pvQlz8Bs1oJ0NcYhRlncG9wYTf3UMRt2TgXx4QtpwIUecTYYR5HnQP1d322ztcj2_NhiWceQuiFg8irjC7DqR5fhCz15KAIPIUH/s1600/head.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi9l5XbnbbNnD66wRF96g_XQMuDLziSztk4lbgu0lj-0pvQlz8Bs1oJ0NcYhRlncG9wYTf3UMRt2TgXx4QtpwIUecTYYR5HnQP1d322ztcj2_NhiWceQuiFg8irjC7DqR5fhCz15KAIPIUH/s320/head.png" width="244" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhW6st-ioOTqSZ29rKOcjirNidIS9eh1l9hSH0OpUTRax9yrOI0gLI165lAphRakC_zhN88hEI97E5yaRFvZ86QIYK5SNkUr7SfPoc25p-BtvDDtT3tgCfKtt6K10PQRtNpp-unhRpuXwXt/s1600/head2.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhW6st-ioOTqSZ29rKOcjirNidIS9eh1l9hSH0OpUTRax9yrOI0gLI165lAphRakC_zhN88hEI97E5yaRFvZ86QIYK5SNkUr7SfPoc25p-BtvDDtT3tgCfKtt6K10PQRtNpp-unhRpuXwXt/s320/head2.png" width="313" /></a></div>
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Bellow are some screen shots of my final materials that where created from my finished iteration of the tau's head that I created in quixel. The final outcome can be seen right at the bottom of this post.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQxdKYuKIIa0V5R5eD8_yPzmuTaO2LEg1o_KeLx4ifF1Fyj7aqIQL2b5I4A8fLw4WKGFVU2OkK5dqWadCZQt3BBj1-YQrm8CKDQEXMFbkYS7fARjhkZiLqhH53Mh8KHdVcbgfkgwrt1No-/s1600/Head_Albedo.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="317" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQxdKYuKIIa0V5R5eD8_yPzmuTaO2LEg1o_KeLx4ifF1Fyj7aqIQL2b5I4A8fLw4WKGFVU2OkK5dqWadCZQt3BBj1-YQrm8CKDQEXMFbkYS7fARjhkZiLqhH53Mh8KHdVcbgfkgwrt1No-/s320/Head_Albedo.png" width="320" /></a></div>
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Albedo</div>
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During the process of creating my materials in quixel, I decided to add a few details to my albedo within photoshop. I layered over some pupils on top of the eyes, added some decals to the communication device and also added the red spot on the forehead of the tau, as from looking at some reference of the tau, some of there race have this marking and I thought it would add more character to my model.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjtqdJmWtEHMRl-kdI6Uu5FAH4fOmlemUf9UXD5W0d9Eri8QU6iLqsMmsqeNE0PKqr7DaXpkkMDkUD93ufBuz0JQqbTFn-D6y9WIYAq_nuSkHx2JJq1_hTEXvh5izhL3VHgujvkFXS9b2m6/s1600/Head_AO.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjtqdJmWtEHMRl-kdI6Uu5FAH4fOmlemUf9UXD5W0d9Eri8QU6iLqsMmsqeNE0PKqr7DaXpkkMDkUD93ufBuz0JQqbTFn-D6y9WIYAq_nuSkHx2JJq1_hTEXvh5izhL3VHgujvkFXS9b2m6/s320/Head_AO.png" width="319" /></a></div>
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AO</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigCQOa1y4yQsyiF47yLdRSzovZZUDzIqZ-kgaO2_2yv6w86eBsCB4F8SAj2U5Oc30XIasU_EetG9EeRJD0LMEv50tDf2ozhiKRPj3HHVzmBo5R0tWVLa0-yKt3mWRmbVvy7oVrsRl4jis7/s1600/Head_Colour.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="316" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEigCQOa1y4yQsyiF47yLdRSzovZZUDzIqZ-kgaO2_2yv6w86eBsCB4F8SAj2U5Oc30XIasU_EetG9EeRJD0LMEv50tDf2ozhiKRPj3HHVzmBo5R0tWVLa0-yKt3mWRmbVvy7oVrsRl4jis7/s320/Head_Colour.png" width="320" /></a></div>
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Colour ID</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEinarZeVG_cxS-AY7Q8r1kPnklzw2fZBbm_64YKRQgZnpUHexS4e2X3xpl9TsPvQQECX-PhKClULvWb6LqXp705Up0czEOfRbP8cG__A1k1jQFGi4uT_uA4EtzqLwBEU0iQHCjQ46FYNnBb/s1600/Head_Gloss.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEinarZeVG_cxS-AY7Q8r1kPnklzw2fZBbm_64YKRQgZnpUHexS4e2X3xpl9TsPvQQECX-PhKClULvWb6LqXp705Up0czEOfRbP8cG__A1k1jQFGi4uT_uA4EtzqLwBEU0iQHCjQ46FYNnBb/s320/Head_Gloss.png" width="318" /></a></div>
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Gloss</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiTpoNMUXpM1UBjf6Tgff1KcUIZAo3DOOfbNOCgipr8GFnvAbjQkES6rRRMTFmFur6PEIRPPVPJslhjW8pd7aFDbwGq3FJgK-_fk23eQzT74Q0a_GmrKtqsfjzrU_Ydj4vwXU8i9GDlxUtQ/s1600/Head_Spec.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="318" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiTpoNMUXpM1UBjf6Tgff1KcUIZAo3DOOfbNOCgipr8GFnvAbjQkES6rRRMTFmFur6PEIRPPVPJslhjW8pd7aFDbwGq3FJgK-_fk23eQzT74Q0a_GmrKtqsfjzrU_Ydj4vwXU8i9GDlxUtQ/s320/Head_Spec.png" width="320" /></a></div>
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Specular</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhK_rkcF4DrDoh9JsioHNGNovyiasCIExsuRsc8njEhUkM9ijXTxxhjxrqtliC425VbITO1yGjYV5l6pUe8JMLNj7rFyn_submt4njLwFV2aOuvzE5l5wuaqvZp3BGcnMqjuAIqr-bzZF-L/s1600/Head_Normals.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhK_rkcF4DrDoh9JsioHNGNovyiasCIExsuRsc8njEhUkM9ijXTxxhjxrqtliC425VbITO1yGjYV5l6pUe8JMLNj7rFyn_submt4njLwFV2aOuvzE5l5wuaqvZp3BGcnMqjuAIqr-bzZF-L/s320/Head_Normals.png" width="320" /></a></div>
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Normal maps</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2do7CRtgLB5L-Oie3B0rN8C8uQTmGtc4-baQ36ZUIzwsDzHW8_PIRX59hhG4KV1P-VhGwDXSN0NCCEhEbPc4IiIF1Ab9Y34RA6I912txne3KbfI55mtho8_-6Q9NEbItOWhlqVscSWGDh/s1600/Head_uvun.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2do7CRtgLB5L-Oie3B0rN8C8uQTmGtc4-baQ36ZUIzwsDzHW8_PIRX59hhG4KV1P-VhGwDXSN0NCCEhEbPc4IiIF1Ab9Y34RA6I912txne3KbfI55mtho8_-6Q9NEbItOWhlqVscSWGDh/s320/Head_uvun.png" width="320" /></a></div>
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Unwrapped UV's</div>
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Complete rendered head within quixel</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhlpKz-gr_Bb-0UYfoBNLMf2tBCsEwoxewe9YGeQHHQ8Ea7oYUowwn_JsoG6z7ys4EMj9gXn1ecpyc7zQN0R46QOakmoZV4jhlMf10PLt_iMBwYrFXsfmqyNZ_Or6VIADTpDhG3mYHwFgC7/s1600/headcomplete2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhlpKz-gr_Bb-0UYfoBNLMf2tBCsEwoxewe9YGeQHHQ8Ea7oYUowwn_JsoG6z7ys4EMj9gXn1ecpyc7zQN0R46QOakmoZV4jhlMf10PLt_iMBwYrFXsfmqyNZ_Or6VIADTpDhG3mYHwFgC7/s400/headcomplete2.png" width="325" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNqv5lfo5OfTktWL23aaJvgpVfINzUiRQD3CcFiHqILC0qhyphenhyphenxA13Zz9oJoXtyy61FtLPUoPZx-vNSQiroMpNp1ZEJddEuiyotkjHIXQwFcjWyFZKAXeSkCj-fpaCadPg-z8vHwQyX2fv3u/s1600/headcomplete.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgNqv5lfo5OfTktWL23aaJvgpVfINzUiRQD3CcFiHqILC0qhyphenhyphenxA13Zz9oJoXtyy61FtLPUoPZx-vNSQiroMpNp1ZEJddEuiyotkjHIXQwFcjWyFZKAXeSkCj-fpaCadPg-z8vHwQyX2fv3u/s400/headcomplete.png" width="393" /></a></div>
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Im really happy with the final out come of my models head. The materials I have chosen on this final model are for more accurate in my opinion. The second test that I did made the face look far too shiny so this time I found a material that had a more matt finish too it which i Thought looked really good as it brings out the battle scars on him a bit more. These materials are now ready to be put on to my low poly head when im posing my model.</div>
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<br />Alex Pitthttp://www.blogger.com/profile/10820037666954827930noreply@blogger.com0tag:blogger.com,1999:blog-2239161381612272528.post-19639086254713168522016-03-10T15:21:00.001-08:002016-04-27T05:25:24.425-07:00Finalized low poly model high poly model comparison (Pre Zbrush touch up)<div class="separator" style="clear: both; text-align: center;">
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvtSgSkRS7ZMYLRlfPVTPjGB-zoyIpmEeYzCC42PyEZCBJz2d3cxBKx1fWp5k8DKNPhaFK6XQJM0oW2ZNSUush11WA5TkiroeRmTVB0jyJhlNpsUf_z_Otlm53un37h7tqkGqo9BtetNPw/s1600/26.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjvtSgSkRS7ZMYLRlfPVTPjGB-zoyIpmEeYzCC42PyEZCBJz2d3cxBKx1fWp5k8DKNPhaFK6XQJM0oW2ZNSUush11WA5TkiroeRmTVB0jyJhlNpsUf_z_Otlm53un37h7tqkGqo9BtetNPw/s400/26.png" width="400" /></a></div>
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Here awesome screen shots of my final model all pieced together within maya. Since my last post I have completed the torso and went on to creating the jet pack that the broadside has on his back. This model is not my final high poly model, as this model is made up of the parts that i will be exporting all separately into zbrush in order to add some details like battle scars, dents and burns.</div>
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFvBNzhRC_2d6iX-Zg-D8aIXGETUONBilLP1nkIogVetADNLFag2JJMn-19QMEPPx9TfJOManeWomeJYO-nx0nL8dZBFy8Az1ibT0Hfd3QoiYd_f84Xx83-Y4v-7lYMcFc6Aq6dNf9DSLt/s1600/25.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="222" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFvBNzhRC_2d6iX-Zg-D8aIXGETUONBilLP1nkIogVetADNLFag2JJMn-19QMEPPx9TfJOManeWomeJYO-nx0nL8dZBFy8Az1ibT0Hfd3QoiYd_f84Xx83-Y4v-7lYMcFc6Aq6dNf9DSLt/s400/25.png" width="400" /></a><br />
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Fortunately, I wont have to do to much extra work in zbrush as I have made my life a little easier by adding all the bevels and grooves in this model during my modeling process in maya rather than in zbrush. As this model is quite mechanical and hard surface I figured I would have a far easier time doing something like that in maya than in zbrush, and because of this it looks a lot more realistic. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZyBNmeQB7887mTeXSuDVM2Er5sGiUM5-kca4ycUsKtNQSvsT0JdqW-tCnU94f_Xb01MgfjBd7yLm8HCI6J9uMvFfnz0Z9beManNWUUOkAMxmz2YDMZvvLJ79g4mkBroz6YmyG_YtTcukk/s1600/28.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="222" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhZyBNmeQB7887mTeXSuDVM2Er5sGiUM5-kca4ycUsKtNQSvsT0JdqW-tCnU94f_Xb01MgfjBd7yLm8HCI6J9uMvFfnz0Z9beManNWUUOkAMxmz2YDMZvvLJ79g4mkBroz6YmyG_YtTcukk/s400/28.png" width="400" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7tgV2q7RfVH9SClGdtuwql_FC3hcovxvRLNrunIcV6znVEhyzLBHkbCe3SsD0KSiYLziV9wZ3M3unoLnNl9ABHHBMxcEYinw3ATRALoQ7sV0W-VFm3TpCPIWoPsCb_1zKMFyn19KZB_Nd/s1600/27.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="216" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7tgV2q7RfVH9SClGdtuwql_FC3hcovxvRLNrunIcV6znVEhyzLBHkbCe3SsD0KSiYLziV9wZ3M3unoLnNl9ABHHBMxcEYinw3ATRALoQ7sV0W-VFm3TpCPIWoPsCb_1zKMFyn19KZB_Nd/s400/27.png" width="400" /></a></div>
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The final poly count for this stage of the model was high but it needed to be at this in order for me to gain all the detail that I have created already before even putting my objects into zbrush. </div>
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Somewhat jumping the gun a bit, bellow are some screenshots of my final low poly model.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhauJKdsu172h3VAbzp80eg4_x1rHLcZuyzzccuftwAwcA-_k21ukkn35lPfEYYqZpMzLPK95mOXOHxR17PY64AECpWwADTBR-Zoq8l3nulzrxtWNiEnp0fTq5gP9G4zykfLDGXj4ffIbKY/s1600/21.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="280" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhauJKdsu172h3VAbzp80eg4_x1rHLcZuyzzccuftwAwcA-_k21ukkn35lPfEYYqZpMzLPK95mOXOHxR17PY64AECpWwADTBR-Zoq8l3nulzrxtWNiEnp0fTq5gP9G4zykfLDGXj4ffIbKY/s400/21.png" width="400" /></a></div>
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I realize that I have skipped the whole process of screen shooting and evaluating my process of creating my low poly model. But at this stage of the project, I really just wanted to see my model come together. Quad drawing over the top of all my individual objects was a long and tedious process enough, without having to screen shot it along the way, but never the less here it is.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgl7qs6J1_jTeWipR-rp_x_qlNfk3eEm69_Shg7fTUlY5CYO2Fj7In1yDUcsUTpziWWt3H3fSWII0vt1vbfxPl-yWTQR9WGx-4KfIwducl8ALJG9IqRGHG70nUIlHLCFXm32gmtCCwsxe2g/s1600/22.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="283" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgl7qs6J1_jTeWipR-rp_x_qlNfk3eEm69_Shg7fTUlY5CYO2Fj7In1yDUcsUTpziWWt3H3fSWII0vt1vbfxPl-yWTQR9WGx-4KfIwducl8ALJG9IqRGHG70nUIlHLCFXm32gmtCCwsxe2g/s400/22.png" width="400" /></a></div>
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As I stated before, the process for creating this model was quite long winded and tedious. Before going into creating my low poly, I debated whether I should quad draw a lot of pieces into one object rather than separate ones like I had done before with my high poly piece. But in the end I decided that taking the long way around would be the better option again, as when baking my objects later on in xnormal, I will have an easier time picking out 'LowpolyLeftGunArm' and 'HighPolyLeftGunArm' for instance instead of 'LowPolyLeftArm' as a whole object, it also means that later on I wont have too much trouble with objects baking on to each other. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGvHcR08jyH0GaVXOMKVEKM7AbrY0yUXkHfqWompZIisc2SG1vjDmvSHUN5BBI9Dw_D-Bf3AF9eonT3xMxu2sWCqzbNk8FbGUtxLcClpWST7ahX6hCq9yK8Yuvs7nTbnndV9pQp5VtzIZu/s1600/23.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="283" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgGvHcR08jyH0GaVXOMKVEKM7AbrY0yUXkHfqWompZIisc2SG1vjDmvSHUN5BBI9Dw_D-Bf3AF9eonT3xMxu2sWCqzbNk8FbGUtxLcClpWST7ahX6hCq9yK8Yuvs7nTbnndV9pQp5VtzIZu/s400/23.png" width="400" /></a></div>
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As i've not had access to Zbrush at home, and can only access it in university, I decided to use the high poly model that I already created to quad draw over the top of, as the shapes are going to be exactly the same after exporting them from zbrush later on anyway, they will just have a few scratches and wear and tear on them. So using my high poly model I created in maya as a live surface worked well enough. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqck5YKVAufyVqpivQmar41TN1Z-bV7c_rt3cg_uR0xdt9xEeie1pfPEct96URw2mXRPzqhxyBtWk2udaS2nG2VjkDqhivyoXq11hTjkFEeYlpJvzd1w1fWeOvg5PIeaD_yaW0Jp0Lo_Tm/s1600/24.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="286" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjqck5YKVAufyVqpivQmar41TN1Z-bV7c_rt3cg_uR0xdt9xEeie1pfPEct96URw2mXRPzqhxyBtWk2udaS2nG2VjkDqhivyoXq11hTjkFEeYlpJvzd1w1fWeOvg5PIeaD_yaW0Jp0Lo_Tm/s400/24.png" width="400" /></a></div>
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I'm happy with the final out come of my low poly model at this stage. I have brought down the poly count a significant amount compared to the original high poly that I created. It is still quite a high poly count for a low poly model granted, but I'm taking into consideration that this model is made of a lot of pieces and because of this it is really difficult to get the poly count below anything lower that 20k </div>
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<br />Alex Pitthttp://www.blogger.com/profile/10820037666954827930noreply@blogger.com0tag:blogger.com,1999:blog-2239161381612272528.post-2439460870838768892016-02-18T08:24:00.001-08:002016-04-27T04:59:30.931-07:00Model preview& chest modeling<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj2bm1DZ0-wbrK6INmrT43ZbzvWFMSVdkOa3NnFxMwlV4UHzfkbg8a0we45vHFO5eeXmSWuFg63smVNrDQDobbxoFHiMxTieWLYi0JQJXXsiw4hQjll-krDlHv-9Z09Wu7VodbDXTa3Hi3b/s1600/14_.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj2bm1DZ0-wbrK6INmrT43ZbzvWFMSVdkOa3NnFxMwlV4UHzfkbg8a0we45vHFO5eeXmSWuFg63smVNrDQDobbxoFHiMxTieWLYi0JQJXXsiw4hQjll-krDlHv-9Z09Wu7VodbDXTa3Hi3b/s320/14_.png" width="290" /></a></div>
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In the image above, I have decided to make sort of a test pose. I duplicated the arms and the legs inside my scene and mirrored them across. I also added in my low poly head and the gauss cannons that I created after making the legs. You can also see in the model the beginning of the torso coming along.<br />I wanted to create this image as i had been modeling all these separate pieces for a long time and it was a satisfying feeling to see them all coming together like this. I wanted to make sure they all worked together and nothing looked out of place. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEilROyipKibXpbjXUAdFt4W9sDLldeC5Aa2h0S0gc3J-IJV8RvT1aDdCo9RiHVIf5m8Tb-5a4Um81x3COttw0LwHNJQ1lzYQ-kBMa8SFVb3yzWslf4uqjVasDQ8NS_T6SJIFnEjzPuXL82Q/s1600/15_.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEilROyipKibXpbjXUAdFt4W9sDLldeC5Aa2h0S0gc3J-IJV8RvT1aDdCo9RiHVIf5m8Tb-5a4Um81x3COttw0LwHNJQ1lzYQ-kBMa8SFVb3yzWslf4uqjVasDQ8NS_T6SJIFnEjzPuXL82Q/s320/15_.png" width="266" /></a></div>
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Here is a big more of the progress I had with the torso. At this point in my modeling process I was wondering what I would use for a pivot for the arm, as similar to the leg, the original reference simply has a plain sphere that connects the arm to the torso and I don't want to carry this onto my model for the same reasons as with the leg, so think that what i will do create a similar joint as I did on the leg but re size it a bit so that it fits right in the torso. </div>
<br />Alex Pitthttp://www.blogger.com/profile/10820037666954827930noreply@blogger.com0tag:blogger.com,1999:blog-2239161381612272528.post-54328989811048778752016-02-18T08:23:00.002-08:002016-04-27T04:51:58.071-07:00Leg Modeling <div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwOKCPjBTw-mg7UJBYVDKRIybQYIWEJnsu3sAiGCGclHpGmDA12O2oBhsOpLgr1Q2iW3nCO9aV7oUtFedRgIMq9n0lb7phuKwHyb5WfEttCID9VeOgCvmKdqq1Foz7aj68Yhp9EYL95mEu/s1600/7_.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="207" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwOKCPjBTw-mg7UJBYVDKRIybQYIWEJnsu3sAiGCGclHpGmDA12O2oBhsOpLgr1Q2iW3nCO9aV7oUtFedRgIMq9n0lb7phuKwHyb5WfEttCID9VeOgCvmKdqq1Foz7aj68Yhp9EYL95mEu/s320/7_.png" width="320" /></a></div>
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You can see in the above screen shot my process of creating the leg. In the window to the side, it shows how I have created the leg out of three separate objects, much similar to how I created the arm model. This process will continue on through my project, and the final outcome will end up being quite a lot of parts in the end, but it will be advantages for me as it means later on down the line posing this model will be a lot easier.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvrKvm73X7mG8LjRtpMSIHLG0D8dFi2CGhgGd7RSES1OQ8uYPQ_8Y9-0Kijpd6a2sS8008_GDdc7HD5wm0DoE5dJ_6v9zO-qPiPfCmOYZhFzI7FLneons3j6oxNyXaS-1gztEhfC_wvL_f/s1600/8_.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvrKvm73X7mG8LjRtpMSIHLG0D8dFi2CGhgGd7RSES1OQ8uYPQ_8Y9-0Kijpd6a2sS8008_GDdc7HD5wm0DoE5dJ_6v9zO-qPiPfCmOYZhFzI7FLneons3j6oxNyXaS-1gztEhfC_wvL_f/s320/8_.png" width="162" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOsRWmKJ52lQBR36Y46uL-en74eJoWabKPHFIZ-vXOMdmgHqxnWG8BZ1i-tZ5vaw-Q4YMzdHDI6JpEgkOWQ-6UNf1hh1VOinGkQRY7OzpCOPJaCsJDjqR5tkWJ59hcvykNl7Qr0AS8L8FY/s1600/9_.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOsRWmKJ52lQBR36Y46uL-en74eJoWabKPHFIZ-vXOMdmgHqxnWG8BZ1i-tZ5vaw-Q4YMzdHDI6JpEgkOWQ-6UNf1hh1VOinGkQRY7OzpCOPJaCsJDjqR5tkWJ59hcvykNl7Qr0AS8L8FY/s320/9_.png" width="187" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhk-nVIFHCqh7xBGtUF539Y9JbljlGuPYGbfJgQhuErcVlWsjx6FLjPwxkuoPDC5qFurgMNOTJsZDWiOtjVykLtjRe0kKvlXTwGpuQwWjSuwdjvBOyRklfEHLORBBwhpg5YMfyO9Do8ecFy/s1600/10_.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhk-nVIFHCqh7xBGtUF539Y9JbljlGuPYGbfJgQhuErcVlWsjx6FLjPwxkuoPDC5qFurgMNOTJsZDWiOtjVykLtjRe0kKvlXTwGpuQwWjSuwdjvBOyRklfEHLORBBwhpg5YMfyO9Do8ecFy/s320/10_.png" width="169" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhh7ZAVfn3Z0C6ObqpENouz6z-qDB9HTh75i9bIua2wl_04a_6FQNDH-INOW-3D0653nQc5nSxx57BGzAIjVY9qtDypmkNMxl3TQCXXCz5trznegjimsB50IoSbQynZejocwqRRsB5LoZhv/s1600/11_.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhh7ZAVfn3Z0C6ObqpENouz6z-qDB9HTh75i9bIua2wl_04a_6FQNDH-INOW-3D0653nQc5nSxx57BGzAIjVY9qtDypmkNMxl3TQCXXCz5trznegjimsB50IoSbQynZejocwqRRsB5LoZhv/s320/11_.png" width="151" /></a></div>
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Above you can see, much like my process again with the arm that I am placing in the pivot points on my leg model. I wanted to place one and the top of the foot so that it could rotate on all axis as the legs are designed so that they wouldn't look right if I was to rotate them along any other axis, so the foot and the top of the leg need to be able to do this. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdg6mrx9TTgHRSfY4pXIwmOdVzL8UQ5arUO3QanZXVFLrvfk4-6kY8ZX7HM03hd2EkO6bdjs2RVujkuoM09jAGpnPfMYCEoVdQwlSgMorn_FCeAQQIZTGvYPM4y3iROri-XWBqpijp6A8j/s1600/12_.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="199" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdg6mrx9TTgHRSfY4pXIwmOdVzL8UQ5arUO3QanZXVFLrvfk4-6kY8ZX7HM03hd2EkO6bdjs2RVujkuoM09jAGpnPfMYCEoVdQwlSgMorn_FCeAQQIZTGvYPM4y3iROri-XWBqpijp6A8j/s320/12_.png" width="320" /></a></div>
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This is another area of my model that I decided to be a bit more original with to increase its realistic values. On the broadside figurine the models leg simply has a ball attached to the top of the leg, which is able to move around with in its socket. However, I didn't think a plain sphere would look that good on my model, as I wanted to make it appear like it would actually be able to move my models leg. <br />I instead created a sort of hinge, that is able to swivel at the top to enable the legs to spread out, but it also attaches the rest of the leg by a hinge so that the top part and the bottom part of the leg can only move along one axis and cannot go side ways. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg463qpFJs2O5TdT54T56zidfBZXX5cX4Re6-TUtt_JU0Rsr0lzpfdifrwOF-CRRMYFJs-F2vk7ET0hOvEyMKheyDepAk2-LiQ9TPdDcHbI06eZBobW6VoJWVBNXyfvkhqpFW3JZwr3Tpuo/s1600/13_.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="210" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg463qpFJs2O5TdT54T56zidfBZXX5cX4Re6-TUtt_JU0Rsr0lzpfdifrwOF-CRRMYFJs-F2vk7ET0hOvEyMKheyDepAk2-LiQ9TPdDcHbI06eZBobW6VoJWVBNXyfvkhqpFW3JZwr3Tpuo/s320/13_.png" width="320" /></a></div>
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Above is an image of the final part of detail that I added to the foot, being the heel. The heel is a separate part to the foot which can also move, making the final model piece count for the leg up to</div>
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five. I wanted the heel of the foot to be separate so that if i was posing the model to be stood with its foot on a ramp or something the heel would be able to appear as if it was supporting the rest of the foot by rotating itself. </div>
<br />Alex Pitthttp://www.blogger.com/profile/10820037666954827930noreply@blogger.com0tag:blogger.com,1999:blog-2239161381612272528.post-31524996587559850462016-02-18T08:22:00.004-08:002016-04-27T04:40:33.148-07:00Arm Modelling <div class="separator" style="clear: both; text-align: center;">
Bellow are some screenshots of my process of modeling the broadsides missile arms. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVPEyRKZbTRa6S1sMx22mHRDn7P7GWfnlF7EhLmhwdn4g6V8ZIrLuSRRxn7cyt73011a0rib11TAqWC2VjAFPUT7YYNaXTY_65KvzLHessG8VT4EaIZWU5WOiou1hTdfk1mV7evZuFJoUY/s1600/3_.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVPEyRKZbTRa6S1sMx22mHRDn7P7GWfnlF7EhLmhwdn4g6V8ZIrLuSRRxn7cyt73011a0rib11TAqWC2VjAFPUT7YYNaXTY_65KvzLHessG8VT4EaIZWU5WOiou1hTdfk1mV7evZuFJoUY/s320/3_.png" width="307" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYl9tLwQprj5vQWEebUxGPWmVDuXTLRTLWcwzyCIsvxvczyIZlaxAKoz06S1b21rTeR7zzAUR6DuCaeaFAvXg1FlLNqA7O4_at70RM0Ky7YR-QbisRkOYec28EoOCQjPCAFaC9uhT5rz01/s1600/Broadsides.gif" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="366" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhYl9tLwQprj5vQWEebUxGPWmVDuXTLRTLWcwzyCIsvxvczyIZlaxAKoz06S1b21rTeR7zzAUR6DuCaeaFAvXg1FlLNqA7O4_at70RM0Ky7YR-QbisRkOYec28EoOCQjPCAFaC9uhT5rz01/s400/Broadsides.gif" width="400" /></a></div>
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You can see above from the original broadside model that I have made some alterations to add a bit more detail to the arm. I instead wanted too have some exhausts that would extrude out of either side of the arm to give the idea that when the rockets fire off they can let out head from the side of the arms. I wanted to do this to add the extra detail of realism to my model, as I don't want my final outcome to look as if it was a 3d render of a warhammer figurine and is instead an actually asset for a game.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidEmt2-T33N1b3gKrOFn9QZ-JbQwDILmcTPFKq6bOXCm-ZNZhlZFUVKDrLUiXf6UcFUWwYP3pixHJWBSIkxIdY8xuoG16RZ8iCBzDnmq5JY1G989ATiCFTDcQ-CU_GxfwypqvwwbdtVble/s1600/4_.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidEmt2-T33N1b3gKrOFn9QZ-JbQwDILmcTPFKq6bOXCm-ZNZhlZFUVKDrLUiXf6UcFUWwYP3pixHJWBSIkxIdY8xuoG16RZ8iCBzDnmq5JY1G989ATiCFTDcQ-CU_GxfwypqvwwbdtVble/s320/4_.png" width="207" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFSCBp3Cc9ZQrN5bAeqhaUwpnkp0aw0F2_Zzs9q5rwB2U2B-Lv1TbUlX7bQB0-H0L7vKy_rJe9dmTXqn0-EBvorxadzC7V0NnhQzrE7KQAw4QkvJFTJuyfNK9wqgzju4tqSY0hOLhXIPnf/s1600/5_.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgFSCBp3Cc9ZQrN5bAeqhaUwpnkp0aw0F2_Zzs9q5rwB2U2B-Lv1TbUlX7bQB0-H0L7vKy_rJe9dmTXqn0-EBvorxadzC7V0NnhQzrE7KQAw4QkvJFTJuyfNK9wqgzju4tqSY0hOLhXIPnf/s320/5_.png" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXG-JUUzocvzLMSYPcSb-BAn6DfAlm9Ca1WmolAqUNfQbLdHyrTmfoUI9OloR8RBxdH9f95ze8ldEunhHmyPQyVOOPc-zKd0arKqFyxOACdx0d-1EqqH1ZMmHekgZtYqB4ayF0e7Pbe-CD/s1600/6_.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiXG-JUUzocvzLMSYPcSb-BAn6DfAlm9Ca1WmolAqUNfQbLdHyrTmfoUI9OloR8RBxdH9f95ze8ldEunhHmyPQyVOOPc-zKd0arKqFyxOACdx0d-1EqqH1ZMmHekgZtYqB4ayF0e7Pbe-CD/s320/6_.png" width="304" /></a></div>
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You can see above how I began adding in the pivots into my model pieces so that I could pose it later on. I ensured that the arm had two pivots, one which could move the entire arm if it wanted too, and one that was placed within the elbow, so that I could bring the arm up and down as you can see in the second screen shot of the three.</div>
<br />Alex Pitthttp://www.blogger.com/profile/10820037666954827930noreply@blogger.com0tag:blogger.com,1999:blog-2239161381612272528.post-845974983339261452016-02-18T08:22:00.002-08:002016-04-27T04:33:19.636-07:00Head modeling<div class="separator" style="clear: both; text-align: left;">
As my model is only going to have one part of it that is going to be organic, I decided to begin creating my head model early on into the project. </div>
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As I already had a basic head model that I had created to practice the topology of a face, I took that into maya and expanded on it, I extruded out around the bottom of the head to make the shape of the leather armor the tau has wrapped around his head and I then created the shape of the communication device that he has on his ear. <br />With this basic shape ready it was time to take it into zbrush and begin making the detail that it needed. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjn4do-iEmX018n7M6Y-c_kkEpaUaDK6ZdIbqtN5o7ksNn_Sa2Cyvk4ON2Mu0PDRMKjTBFcd3rLqcAHxuZMD-Z4Qv8wze9VwyTLRTcI2Gd41Jyh2QXUbxCKiW1Dz3wRY7v1t0ui32l-MdJv/s1600/Zbrush_1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="302" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjn4do-iEmX018n7M6Y-c_kkEpaUaDK6ZdIbqtN5o7ksNn_Sa2Cyvk4ON2Mu0PDRMKjTBFcd3rLqcAHxuZMD-Z4Qv8wze9VwyTLRTcI2Gd41Jyh2QXUbxCKiW1Dz3wRY7v1t0ui32l-MdJv/s320/Zbrush_1.png" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhX8p-A53Pskb-R6ROnEc72hXqe6vbV6i6W9-qrHOMYUmVSEtFMtAv0j9ZtmBvNL1OhR3WfnEm252MhfchDOT89fx9OSPGY39SIr-fA23S_aV38DF4pg2dv1S4yEs1AeIp5yV1Q98I_iAgc/s1600/Zbrush_2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="270" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhX8p-A53Pskb-R6ROnEc72hXqe6vbV6i6W9-qrHOMYUmVSEtFMtAv0j9ZtmBvNL1OhR3WfnEm252MhfchDOT89fx9OSPGY39SIr-fA23S_aV38DF4pg2dv1S4yEs1AeIp5yV1Q98I_iAgc/s320/Zbrush_2.png" width="320" /></a></div>
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Im fairly happy with the final outcome of the head that I created in zbrush. At this point, I had not created anything organic within zbrush, so this was new area for me, and as it was only loosely based to resemble a human face I had the ability to be a bit more free with my design. I think I got the resemblance to a Tau's head pretty good though, I wanted to give him a bit of character too so I added a few scars going down his eye.</div>
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Heres is a screen shot of a quick test I did within quixel. I had baked my high poly zbrush model onto my low poly model to see how it would turn out so that I could edit it somewhere down the line if I needed too. From this outcome, I can see that I will indeed have to make some alterations, only to the low poly model though. As what I mistakenly did was not edit the high poly model after the zbrush process, hence why the face is quite flat. What I will need to do is bring the zbrush model into maya with my lowpoly model and make the high poly model a live surface, so that I can shape my lowpoly face around it a lot more to get a better sense of the shape. </div>
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<br />Alex Pitthttp://www.blogger.com/profile/10820037666954827930noreply@blogger.com0tag:blogger.com,1999:blog-2239161381612272528.post-89841702443679090982016-01-21T05:46:00.004-08:002016-01-21T05:46:54.804-08:00final reference piece for broadside model-<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiE848WYTXfySPBF570UgTrhITRsdzkbJqS_U4fQUiU8yaPgUHtsUAWIk69WzxNspHowNucX3d1YfGv685rhg0Ex-zjeIWCOhQUCYX87rM66zZdRKi7lzaQNVzMlso0iIJQIKjnVU6AZ9Nw/s1600/reference.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="398" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiE848WYTXfySPBF570UgTrhITRsdzkbJqS_U4fQUiU8yaPgUHtsUAWIk69WzxNspHowNucX3d1YfGv685rhg0Ex-zjeIWCOhQUCYX87rM66zZdRKi7lzaQNVzMlso0iIJQIKjnVU6AZ9Nw/s640/reference.jpg" width="640" /></a></div>
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Admittedly, im quite out of practice with using my graphics tablet to draw using photoshop these days, after taking such an interest in the 3D modeling side of game design, so starting off this work flow was quite difficult to get going, despite how basic the images are, fortunately it seemed my muscle memory kicked in and i managed to get a pretty accurate reference image to work from.<br /><br />Despite this being one image what ill now be doing is splitting the image into several pieces so that i can place them onto planes within maya so that i can begin making a start on creating my model. This will certainly not be my final pose that I will be putting my model in however, what i plan to do is model it in the this stance to begin with and then perhaps rig it or something like that to give me the ability to pose the model in any way that I please.<br />There will be a lot more detail on the model that i plan on adding in while i'm modeling, the reason i didnt include it in the model reference sheet was because i used my figure that i created and and the reference images i pieced together to put this work together, and on those pieces, the model is quite basic as it a simple minutre figurine, so I plan to add a lot more detail on the pieces that have flat boring plains like the sides of the jet pack like part of the model for example.<br />Also, the face will certainly not look quite as boring in the model as it does here, I will attempt to replicate the Tau head that I featured in my mood bored reference sheet that i posted in one of my previous blog posts for the head on this model.</div>
<br />Alex Pitthttp://www.blogger.com/profile/10820037666954827930noreply@blogger.com0tag:blogger.com,1999:blog-2239161381612272528.post-26046226083838839022016-01-15T06:09:00.001-08:002016-01-15T06:10:06.536-08:00Post primer model paint<br />
Despite finishing putting together my reference model, I didn't like that there where parts of the model that where made of metal and some parts that where made of the grey plastic.<br />
Using the model as a reference proved difficult with the two different materials present on the model, so I purchased a can of grey spray primer and layered the model in the primer to give it a nice even coat of the same grey all over. Now when i go back to view my reference model it will be a lot easier to pick up the details on the previously metallic parts of the model<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOMiiS0VgqZRRZw7iByq11WsTEKFGw0ftx0xMzU3Q98lrRTYPCQAQHSwJh4CcyXQiEcfBDp6T0uEedNraqVtSNDgkhcLbFIp00cWqFUofQlTUe38OJpsVppyit8hS1VuWeLzIbQSr1MVPO/s640/blogger-image-1259008631.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgOMiiS0VgqZRRZw7iByq11WsTEKFGw0ftx0xMzU3Q98lrRTYPCQAQHSwJh4CcyXQiEcfBDp6T0uEedNraqVtSNDgkhcLbFIp00cWqFUofQlTUe38OJpsVppyit8hS1VuWeLzIbQSr1MVPO/s1600/blogger-image-1259008631.jpg" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh1DTiY7L6OW-OIVE1bUw16ojzFQx9zUE8cKNKYVffztZEWraoW3QSU3R0lomnz6VRMERuE71yvGzwoJ8jFPzDwZ3qHFL1IdWu6MUbaxHGIfl-h9hbOpvEqzsivhgu4p7IXlpcortVHM_mH/s640/blogger-image--850140611.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh1DTiY7L6OW-OIVE1bUw16ojzFQx9zUE8cKNKYVffztZEWraoW3QSU3R0lomnz6VRMERuE71yvGzwoJ8jFPzDwZ3qHFL1IdWu6MUbaxHGIfl-h9hbOpvEqzsivhgu4p7IXlpcortVHM_mH/s1600/blogger-image--850140611.jpg" /></a></div>
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<br />Alex Pitthttp://www.blogger.com/profile/10820037666954827930noreply@blogger.com0tag:blogger.com,1999:blog-2239161381612272528.post-31391058305490863382016-01-15T06:05:00.001-08:002016-01-15T06:10:26.965-08:00Easter 3D Project<div class="separator" style="clear: both;">
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjY5zjg1XasDJqy0ocau5ieZbhR7uKbc_-Femh0SGl2xw91Pg8GJG0MhPnwYZBngZ1LuRhkyHRzLxIOqKwI21woyrEWtPgle4gAf5cErDjMwFBmiQPazx8U7NsEmoCMKL6bZZ48ckYdBLIm/s640/blogger-image--208527496.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCmV6u2Rd-uaXchvqltXL7vYpOjqGZ22dqDgA7Z_Br6HfgcwQJgoQG0oeyd2kC_u5EdUuZNUYFlXZr0YjY_AEFYdrDu048ApsuMocLVsJHxt63YzhvoYtAup4tC-RWWHBlLL6u_FbvX1Jn/s640/blogger-image--193956358.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCmV6u2Rd-uaXchvqltXL7vYpOjqGZ22dqDgA7Z_Br6HfgcwQJgoQG0oeyd2kC_u5EdUuZNUYFlXZr0YjY_AEFYdrDu048ApsuMocLVsJHxt63YzhvoYtAup4tC-RWWHBlLL6u_FbvX1Jn/s1600/blogger-image--193956358.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhCmV6u2Rd-uaXchvqltXL7vYpOjqGZ22dqDgA7Z_Br6HfgcwQJgoQG0oeyd2kC_u5EdUuZNUYFlXZr0YjY_AEFYdrDu048ApsuMocLVsJHxt63YzhvoYtAup4tC-RWWHBlLL6u_FbvX1Jn/s640/blogger-image--193956358.jpg" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjY5zjg1XasDJqy0ocau5ieZbhR7uKbc_-Femh0SGl2xw91Pg8GJG0MhPnwYZBngZ1LuRhkyHRzLxIOqKwI21woyrEWtPgle4gAf5cErDjMwFBmiQPazx8U7NsEmoCMKL6bZZ48ckYdBLIm/s1600/blogger-image--208527496.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjY5zjg1XasDJqy0ocau5ieZbhR7uKbc_-Femh0SGl2xw91Pg8GJG0MhPnwYZBngZ1LuRhkyHRzLxIOqKwI21woyrEWtPgle4gAf5cErDjMwFBmiQPazx8U7NsEmoCMKL6bZZ48ckYdBLIm/s640/blogger-image--208527496.jpg" /></a></div>
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I've decided for this project that I want to model a detailed iteration of the Tau Broadside battlesuit from the warhammer 40k universe. So the first thing i decided to do was go out and try and find the type of figure that I wanted to model to use as a real life visual reference when modelling the battlesuit in maya. There will of course be some visual differences between my final model and this figure as I don't want it to be exactly the same, but i didn't want to miss out on the opportunity of having a physical piece of reference as with my previous project I didn't have that luxury. </div>
Alex Pitthttp://www.blogger.com/profile/10820037666954827930noreply@blogger.com0tag:blogger.com,1999:blog-2239161381612272528.post-74854899460579039592016-01-14T07:47:00.001-08:002016-01-14T07:47:42.249-08:00Broadside battle suit inspirtation<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9m5kpsV96NxMS8hpskvtEWBHOnfNYw2rHhFLk4-4paVeK9icQ0c6X2bo9YqrwLYalLgjZCjXXqGCGStA1tsrIsX5PHO4HD5vWetUlAZKSO7s2qRev8xTQR8L6hE5M0gu4WlSzKX_IBp95/s1600/ideas.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="257" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj9m5kpsV96NxMS8hpskvtEWBHOnfNYw2rHhFLk4-4paVeK9icQ0c6X2bo9YqrwLYalLgjZCjXXqGCGStA1tsrIsX5PHO4HD5vWetUlAZKSO7s2qRev8xTQR8L6hE5M0gu4WlSzKX_IBp95/s400/ideas.jpg" width="400" /></a></div>
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So in this collage that i've made above, i have gathered together some images of broadside battle suit figures and some un-helmeted tau warriors. I have included to mixture as I would like to create something similar to what I have pieced together in the bottom right hand corner of my collage. I want to have the battlesuit with out a helmet on, instead having the alien looking tau head there instead and perhaps with a banner clipped onto his back, creating a sort of commander look to this model.<br />When it comes to creating my reference images to model from, ill incorperate all these traits into my final image, and also add a lot more battle damage to the model, as you can see in the images above of these figures they all look very new as if they have never seen battle, so i want to add some sort of burned effect around the missile gauntlets things and some blast marks on the chest and legs of the model so it looks like its been shot at few times. </div>
<br />Alex Pitthttp://www.blogger.com/profile/10820037666954827930noreply@blogger.com0tag:blogger.com,1999:blog-2239161381612272528.post-33979726002843831862015-12-10T06:02:00.001-08:002015-12-10T06:02:29.490-08:00Final model show case in unreal 4<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLHZl9hzfIJW9SaCoy6FvLbcOaPZtJfSoPGuavZhY9E935LmKbkggSlqUZ_mlmSSeEGX0jeS5Cse0-vYU0bTR66XdB_XZv9RIWeAeoxqCXjZzJe_B29DsVT7HcK-J3NQ1ODv7zxlSTbD2o/s1600/final+screen+shots+2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLHZl9hzfIJW9SaCoy6FvLbcOaPZtJfSoPGuavZhY9E935LmKbkggSlqUZ_mlmSSeEGX0jeS5Cse0-vYU0bTR66XdB_XZv9RIWeAeoxqCXjZzJe_B29DsVT7HcK-J3NQ1ODv7zxlSTbD2o/s400/final+screen+shots+2.jpg" width="400" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEii1JfXJozFUPkgcYDSfhz7-QJI2m02dsjg8GvamZ9SnzC5ul5Cv9rBYmcMUspEmqbE-INET1b03F5JWKTVW83HHhWpfZvU0xfYQkEXKIFBzg2oL9kKVEOV71ZJ3wVIRsG4xIzNkWMveXRb/s1600/final+screen+shots+3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="227" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEii1JfXJozFUPkgcYDSfhz7-QJI2m02dsjg8GvamZ9SnzC5ul5Cv9rBYmcMUspEmqbE-INET1b03F5JWKTVW83HHhWpfZvU0xfYQkEXKIFBzg2oL9kKVEOV71ZJ3wVIRsG4xIzNkWMveXRb/s400/final+screen+shots+3.jpg" width="400" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicuuvIp0-NQslwx33vOZBYspeAnX-6VrSLEjBY0Cd4HV9g9ojhC-7rD_oVtdE0auf2AzVyaqQ5w_NjSHC7dnazeNwBrRc4dlp5nT3OjgKGKneoX9JRtCsvIX0obKZK11HXa7xCJ29T9NAw/s1600/final+screen+shots.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="193" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEicuuvIp0-NQslwx33vOZBYspeAnX-6VrSLEjBY0Cd4HV9g9ojhC-7rD_oVtdE0auf2AzVyaqQ5w_NjSHC7dnazeNwBrRc4dlp5nT3OjgKGKneoX9JRtCsvIX0obKZK11HXa7xCJ29T9NAw/s400/final+screen+shots.jpg" width="400" /></a></div>
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These screen shots above are my final renders of my laser rifle within my Unreal4 scene.<br />I tried adding as much clutter in the scene as possible in order to make it feel like the rifle has just been dropped there within a post apocalyptic world and is just gathering rust, dust and wear and tear.<br />If I had the ability to do so, I would of been really interested in modding my rifle into fallout 4 and using that to show case my model, a little bit over ambitious I'll admit, but it would of been a really effective way of displaying it. Especially as fallout 4 has a building system within it that would allow me to pose my laser rifle.<br /><br />I am very pleased with my final outcome of my model however, I think I have really captured the over all post apocalypse feel with the weapon after putting it through quixel and applying the materials to it, it really started to take its shape. Now with those materials applied to my low poly within an unreal scene, its really brought out its true form. I would say however that im slightly disapointed with how the metal has come out on the rifle, comparing it to the screen shots I took from the quixel renders it seems a lot more darker than that one, but im certain thats due to my lighting settings within the engine so I completely accept that.<br /></div>
<br />Alex Pitthttp://www.blogger.com/profile/10820037666954827930noreply@blogger.com0tag:blogger.com,1999:blog-2239161381612272528.post-38414162817128966372015-12-10T05:06:00.000-08:002015-12-10T05:22:23.226-08:00importing model into unreal 4<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtMMeG9d3XJlUSt95pI26jRt4nQJWYeFLT0TQ0z-9k0C-nqpHgu71rZv5qcdYfD_GMlrm-rPFqL1aFBZh74yX4VDoVL6PzULsRakhaqTOme_j4JDrUjKg3YipNiBi2MnqG22ikx56TzG03/s1600/unreal_01.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhtMMeG9d3XJlUSt95pI26jRt4nQJWYeFLT0TQ0z-9k0C-nqpHgu71rZv5qcdYfD_GMlrm-rPFqL1aFBZh74yX4VDoVL6PzULsRakhaqTOme_j4JDrUjKg3YipNiBi2MnqG22ikx56TzG03/s400/unreal_01.png" width="400" /></a></div>
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Above is a screen shot of both my high and low poly model after being imported into unreal engine 4. with all materials applied. To begin this process of importing I first exported both upper and lower part of the model as FBX files. From there I was able to import these two models into the assets folder within unreal4. What i noticed immediately within unreal was how the models would snap together if I moved one or the other, so this made connecting the two models a very easy process. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiT6Fq9W1pZXJz2HQbePhnUV1QvgnvR199Xy_S10CYYuzhuWkSyd9kIrYyvGn6-sj65va3p9_C5IhwZsCOpJ51aul8iwjMnHzc6q8QU8sYJX-wfvkF3YuOarEc_ZUOgalaxFkXASK0UIvZ7/s1600/unreal_02.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="291" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiT6Fq9W1pZXJz2HQbePhnUV1QvgnvR199Xy_S10CYYuzhuWkSyd9kIrYyvGn6-sj65va3p9_C5IhwZsCOpJ51aul8iwjMnHzc6q8QU8sYJX-wfvkF3YuOarEc_ZUOgalaxFkXASK0UIvZ7/s400/unreal_02.png" width="400" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUlpn4fZO-uLTDoxpTCi_llPYpMNwzA4VI9VdFS_CIzw8wzmwlFr9ndjfz_3QiLSOZuf8cE2ZDbve2TU63YlE7ydhyaX_k6uPEtlg1wo1U3nYk0cssyDiHGQN7FxK25Q4bcUuaHt0Qct7f/s1600/unreal_03.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="290" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgUlpn4fZO-uLTDoxpTCi_llPYpMNwzA4VI9VdFS_CIzw8wzmwlFr9ndjfz_3QiLSOZuf8cE2ZDbve2TU63YlE7ydhyaX_k6uPEtlg1wo1U3nYk0cssyDiHGQN7FxK25Q4bcUuaHt0Qct7f/s400/unreal_03.png" width="400" /></a></div>
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I have shown the process of connecting the nodes that where required in order to create the right materials above. I firstly only used one lambert material during this process but I soon found that the two models required their own lambert material in order for them to display correctly. After re-exporting the bottom model with a new lambert I worked on importing the maps that i needed into the node editor and linking them up to the appropriate nodes.</div>
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I've now began working on creating my scene within unreal4 ready to display my laser rifle in an aesthetically pleasing way. I really want to try and recreate the post apocalyptic feel that you get within the fallout games with this scene, so there will be a lot of rust, a lot of rock and hopefully some chard skeletons?</div>
<br />Alex Pitthttp://www.blogger.com/profile/10820037666954827930noreply@blogger.com0tag:blogger.com,1999:blog-2239161381612272528.post-13445247355928351152015-12-09T20:45:00.000-08:002015-12-09T21:59:56.195-08:00Applying materials using Quixel<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjviLYa-DEZow97WhAG6TEoxLyRfZXNjxoqHoBD8DMVZlOgXYAbneHIDLKnLMz4EHwZvhJzZgK3Zol1Gtrl63mjGNvf7Gu__NeY0_AqYdk9uLdwHcWmTxmVGo3T9jE1OldH1UYNGJFE_fPE/s1600/quixel_01.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjviLYa-DEZow97WhAG6TEoxLyRfZXNjxoqHoBD8DMVZlOgXYAbneHIDLKnLMz4EHwZvhJzZgK3Zol1Gtrl63mjGNvf7Gu__NeY0_AqYdk9uLdwHcWmTxmVGo3T9jE1OldH1UYNGJFE_fPE/s400/quixel_01.png" width="400"></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzJ_FfsPk-NltXOGdANF_VrB4Xv6dUlf_0PJwOlvbRYy7NtRqLc0rSamKpbcDcJ1-_H49SGQnULtH5cm8yjzfjlBLYUn6UpBrq_twfCv-mpervDaT0jecW7TTPfUb-WidKTTbtwP1gU24j/s1600/quixel_03.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="233" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzJ_FfsPk-NltXOGdANF_VrB4Xv6dUlf_0PJwOlvbRYy7NtRqLc0rSamKpbcDcJ1-_H49SGQnULtH5cm8yjzfjlBLYUn6UpBrq_twfCv-mpervDaT0jecW7TTPfUb-WidKTTbtwP1gU24j/s400/quixel_03.png" width="400"></a></div>
The Above screen shots are of my low poly model, imported into Quixel with my normal map applied. These images show the first stage that my upper model was in before I began applying quixels smart materials. It was great however to see the full effects of the baking process form the high poly too low poly, it was a fulfilling feeling when they matched up as well as they did. <br>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgd0vxH-0Sfu9rlujHN9J5ygHSu4_iK6G8jdrIGReTV3XnVtbnej6zOQBFQRZVqF2dfa8-fCAX1Pon6LRxDbU1BRtMTL_FjBlHtcFvg0B0l7TJz0_txMmQmvH9gclo54FDBbZWmq2a1z-q4/s1600/quixel_04.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="251" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgd0vxH-0Sfu9rlujHN9J5ygHSu4_iK6G8jdrIGReTV3XnVtbnej6zOQBFQRZVqF2dfa8-fCAX1Pon6LRxDbU1BRtMTL_FjBlHtcFvg0B0l7TJz0_txMmQmvH9gclo54FDBbZWmq2a1z-q4/s400/quixel_04.png" width="400"></a></div><div class="separator" style="clear: both; text-align: center;">In this image above you can how my colour ID map effects my model. Essentially on this model, each colour will be assigned a different material, and so it's an easy way for me to apply the rusted metal next too the green barrel and micro fusion cell. I was happy too see how the writing that I applied to the colour ID map came out on the model, as it isn't noticeably distorted and it's all in the right places. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjlvKVDCo2IFLcu34SFNoIKO7Aj1RGNeRIWbr2qvbEGKi0CzW543v6EoT4LoTe1w-0KeHjj4MrEca8pdkiZYZRd83T5cE5Aq4keK_sicrJR02FSptM6tEwmtWcG-4OkRenPSjAxy8d3DCL4/s1600/quixel_05.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="256" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjlvKVDCo2IFLcu34SFNoIKO7Aj1RGNeRIWbr2qvbEGKi0CzW543v6EoT4LoTe1w-0KeHjj4MrEca8pdkiZYZRd83T5cE5Aq4keK_sicrJR02FSptM6tEwmtWcG-4OkRenPSjAxy8d3DCL4/s400/quixel_05.png" width="400"></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiAVs8IzgkSFLOCNLkhHShjvlqRCYZElXgfMEL75hePzSGg9Ol74Ht8z7CZvZTSGqul9NhhcNRA5pIYd1DUf8wV-sCGuVyiPIESSKZgqn3ViPz71ZGcqpdmhUXWRSAqHASs9HLOF3-CLbej/s1600/quixel_06.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="242" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiAVs8IzgkSFLOCNLkhHShjvlqRCYZElXgfMEL75hePzSGg9Ol74Ht8z7CZvZTSGqul9NhhcNRA5pIYd1DUf8wV-sCGuVyiPIESSKZgqn3ViPz71ZGcqpdmhUXWRSAqHASs9HLOF3-CLbej/s400/quixel_06.png" width="400"></a></div>
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After applying the Quixels smart materials, using my colour ID as a navigation, you can see above the outcome of the finished upper part of the rifle. What I like most about the model at this stage is how effected the colour ID was, especially with the writing and symbols on the left side of the gun. I simply applied a coloured paint texture too the text part of my colour ID and it really came out like it was written in the gun 200 years ago! (That's what I was going for)</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfb-z2djx56xuSlpk0Y99GV9lcQZgWz5S13oSTQTFZRdBehi11KsK_MjrkIn6unlWv8OwqkQMlpt1qTmy09g-kayfiX44hl7xqZnoomxw9EfxAs6Rwg7b7mTgKXN4nheO6x8unQ2LZpRM4/s1600/quixel_08.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="248" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfb-z2djx56xuSlpk0Y99GV9lcQZgWz5S13oSTQTFZRdBehi11KsK_MjrkIn6unlWv8OwqkQMlpt1qTmy09g-kayfiX44hl7xqZnoomxw9EfxAs6Rwg7b7mTgKXN4nheO6x8unQ2LZpRM4/s400/quixel_08.png" width="400"></a></div>
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These images are of the lower part of the model after I had imported it into Quixel the same way I did with the upper part. <br>
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Originally I hadn't intended on adding a colour ID map to the lower part of the model, I originally just had one material that covered the whole bottom model, as going by reference, it is all the same material anyway. However, after rendering it out with one material i decided it looked a bit boring and repetitive, so I created a quick colour Id map for the lower model too in order to apply separated rusted steel materials to each part.<br>
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<div class="separator" style="clear: both; text-align: center;">The final out come of all materials applied too the lower model really enforced by decision to create a colour id map in my opinion. Where as I once had one type of rusted steel covering the whole model, I now have a variation of four which made it look far more interesting.</div>
<br>Alex Pitthttp://www.blogger.com/profile/10820037666954827930noreply@blogger.com0tag:blogger.com,1999:blog-2239161381612272528.post-71584797094645854222015-12-09T20:21:00.001-08:002015-12-09T20:21:19.932-08:00Applying normal maps and materials<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhz0j1-JdBxS1lULZsAVhrdd1ZoIN05wOXs80ls8qzkO2ojmdtg7pwbsmE13whkZ-VGQD16VNqryPPmS-GnYqzRSEwFC660OmEd29CH3REq2sX9z4s_LXcMyzD8caOEPagfziAStLCU3e28/s1600/LowPoly_Top_Snapshot.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhz0j1-JdBxS1lULZsAVhrdd1ZoIN05wOXs80ls8qzkO2ojmdtg7pwbsmE13whkZ-VGQD16VNqryPPmS-GnYqzRSEwFC660OmEd29CH3REq2sX9z4s_LXcMyzD8caOEPagfziAStLCU3e28/s320/LowPoly_Top_Snapshot.png" width="320" /></a><br />(colour ID map for top low poly model)</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhoDpg2OdGrITF5eYWPo_40LZdbYdphyphenhyphenvB7xTmT9DNs2ePK7PL7YHCxRpWyRxKSMfySiio9mbLu52ZR6m4RfGBHYrMBDYIIpl5F7W8mxvZ9dWsSmvQ-5x1TIvfvddDMCuon2rTsCRVZlpTt/s1600/LowpolyTOP_Albedo.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="318" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhoDpg2OdGrITF5eYWPo_40LZdbYdphyphenhyphenvB7xTmT9DNs2ePK7PL7YHCxRpWyRxKSMfySiio9mbLu52ZR6m4RfGBHYrMBDYIIpl5F7W8mxvZ9dWsSmvQ-5x1TIvfvddDMCuon2rTsCRVZlpTt/s320/LowpolyTOP_Albedo.png" width="320" /></a></div>
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(Alberdo for top low poly model)</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLNt3Y7-R089DcJSunAbtP2tSSUS4LxkElspBewTIyQmI2TQWN8Ot1SD9WbASOqQhEueaZAdMysqRlH4Kkk-Da4G8mxr04AnmdlziLi_1j_fJiavqsd-hqVQwx3xmXSJ_VGd9JQ_6ZIDsH/s1600/LowpolyTOP_Gloss.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLNt3Y7-R089DcJSunAbtP2tSSUS4LxkElspBewTIyQmI2TQWN8Ot1SD9WbASOqQhEueaZAdMysqRlH4Kkk-Da4G8mxr04AnmdlziLi_1j_fJiavqsd-hqVQwx3xmXSJ_VGd9JQ_6ZIDsH/s320/LowpolyTOP_Gloss.png" width="319" /></a></div>
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(Gloss for top low poly model)</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhULBLxyLknEStGK-F_D_E6g25JE7aMpIXwgGD4lKSLeM1NxcdPIL6_TtKDuImSifRorv-mTO0hflb9-m2nCKctfVQFINl08lgkpwZUChYvq9lCwY0oXFi6lC0tkNtfhL5r6568MJWY4-Gp/s1600/LowpolyTOP_normal.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhULBLxyLknEStGK-F_D_E6g25JE7aMpIXwgGD4lKSLeM1NxcdPIL6_TtKDuImSifRorv-mTO0hflb9-m2nCKctfVQFINl08lgkpwZUChYvq9lCwY0oXFi6lC0tkNtfhL5r6568MJWY4-Gp/s320/LowpolyTOP_normal.png" width="318" /></a></div>
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(Revised normal map for top low poly model)</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhnUWosmk6ra4YwcHqDIf4CFNDRLTV2dXsIHT7hcQww6swYRpM-ZtbHxO-CeiqmNLtO1OicKemwWrmqv97Kbb9bbN9HjmQDTDMbGhA5Vu7SDI8-XcjokL09fbSRsQ2NAt7LCrI6LgmoQgHp/s1600/LowpolyTOP_specular.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="319" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhnUWosmk6ra4YwcHqDIf4CFNDRLTV2dXsIHT7hcQww6swYRpM-ZtbHxO-CeiqmNLtO1OicKemwWrmqv97Kbb9bbN9HjmQDTDMbGhA5Vu7SDI8-XcjokL09fbSRsQ2NAt7LCrI6LgmoQgHp/s320/LowpolyTOP_specular.png" width="320" /></a></div>
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(Specular map for top low poly model)</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhzUtRtXDNa1XXNsliL51rf5fwzhJNao5nBo-vPqBqASCH95X73aaT5tGDaPTY-iytGCaT6xtuavifRBnjSAHCrCMw9ruXAyp8tmlKVbeQin7dCKZBPxgQbbW8zXQ_eE8w9y980Cx-tOyy_/s1600/LowpolyBOT_Alberdo.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="317" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhzUtRtXDNa1XXNsliL51rf5fwzhJNao5nBo-vPqBqASCH95X73aaT5tGDaPTY-iytGCaT6xtuavifRBnjSAHCrCMw9ruXAyp8tmlKVbeQin7dCKZBPxgQbbW8zXQ_eE8w9y980Cx-tOyy_/s320/LowpolyBOT_Alberdo.png" width="320" /></a></div>
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(Alberdo for bottom low poly)</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1eAiWQcVY1Iw0V2EgU8AmUtbZF2fZbCjappDmvMzayrISbiGwHovswZIP918r28ALcNNd1k5zIwy2FIqG__dnGg0QhPgiusq6-KBdy34VFXpZUVPjKq9xCvEMZI3VgXUgGUuYJqG6nzMu/s1600/LowpolyBOT_Gloss.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1eAiWQcVY1Iw0V2EgU8AmUtbZF2fZbCjappDmvMzayrISbiGwHovswZIP918r28ALcNNd1k5zIwy2FIqG__dnGg0QhPgiusq6-KBdy34VFXpZUVPjKq9xCvEMZI3VgXUgGUuYJqG6nzMu/s320/LowpolyBOT_Gloss.png" width="318" /></a><br />(gloss for bottom low poly)</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhus-2L8Hppog1hc6ymvW7UTWSbsR9hamg4P_JM_N_Oi6xmYDpukuvf1jH-7687fP8ibsBgSjRugr2iKo0yGXskel273vxVt56dHX9SPLs963SBGW1Oq53-ruGfkN4JkZYC5QJ7BfeHXPDF/s1600/LowpolyBOT_normal.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="318" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhus-2L8Hppog1hc6ymvW7UTWSbsR9hamg4P_JM_N_Oi6xmYDpukuvf1jH-7687fP8ibsBgSjRugr2iKo0yGXskel273vxVt56dHX9SPLs963SBGW1Oq53-ruGfkN4JkZYC5QJ7BfeHXPDF/s320/LowpolyBOT_normal.png" width="320" /></a><br />(Revised normal map for bottom low poly)</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjI0qmq2p5EHz0O511T21DmF4tPOge4UHmmG_GYhkQGgFhFRpjlB41KQlm4PrK6PhxaHM5cBgcZ879qfSp0djA6D8axmAumHmS0jC3VIM-G1Ezc7XQI0aJiTCIgE0yiX_D3iGhbo62tBNDo/s1600/LowpolyBOT_specular.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjI0qmq2p5EHz0O511T21DmF4tPOge4UHmmG_GYhkQGgFhFRpjlB41KQlm4PrK6PhxaHM5cBgcZ879qfSp0djA6D8axmAumHmS0jC3VIM-G1Ezc7XQI0aJiTCIgE0yiX_D3iGhbo62tBNDo/s320/LowpolyBOT_specular.png" width="318" /></a><br />(Specular map for bottom low poly)</div>
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<br />Alex Pitthttp://www.blogger.com/profile/10820037666954827930noreply@blogger.com0tag:blogger.com,1999:blog-2239161381612272528.post-89933194055549172482015-12-09T13:00:00.000-08:002015-12-09T19:19:15.293-08:00UV unwrap and normal maps<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-kQ7AigPUOIsY9P9qiD-1UgUuzUyk7z6J36WW1IKHOsv2EMtBD5xip86hBLpZYA_KkUcj9Sqq-FT12QNEZLaJFmMr9zdnZKu63-4YDHT7_PveBDJLqAjmPAWm8BF7EuEa5INik0RP8aPM/s1600/LowPoly_Unwrap1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="292" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-kQ7AigPUOIsY9P9qiD-1UgUuzUyk7z6J36WW1IKHOsv2EMtBD5xip86hBLpZYA_KkUcj9Sqq-FT12QNEZLaJFmMr9zdnZKu63-4YDHT7_PveBDJLqAjmPAWm8BF7EuEa5INik0RP8aPM/s640/LowPoly_Unwrap1.png" width="640"></a></div>
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Here is my lower part of the low poly rifle that I UV unwrapped ready to put into Xnormal. The process of unwrapping my UV's took a lot longer than I originally thought it would so I am very glad that earlier on in the project, I decided to cut my model into two, as I am pretty sure unwrapping the model as a whole would of been a far lengthier process. </div>
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It did work out very well with this piece however, as each part that unwrapped is essentially a different part of the bottom of the rifle. I've managed to cut the UV's up into five parts, the trigger in the bottom right, the butt of the gun just above it, the under barrel rod next too that, the pieces that attaches the butt of the gun too the handle and then I managed to connect the rifles handle to the reload mechanism in one pieces too the left, which managed to be quite an efficient way to display the UV's</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWP2r4JXKHyqT8qWf0_ufRyPrT0p1061YfOdE9bVwHCIf6uSr8oi6zcEfa32uSdHIFk_6X_MRr0EwgzMdrlx2-VcEOrXX7YKMnLzpPPM9NxIf-fhgEcLb-eX1TNavFShgdHUZmM6imsi5s/s1600/normal+map+top.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWP2r4JXKHyqT8qWf0_ufRyPrT0p1061YfOdE9bVwHCIf6uSr8oi6zcEfa32uSdHIFk_6X_MRr0EwgzMdrlx2-VcEOrXX7YKMnLzpPPM9NxIf-fhgEcLb-eX1TNavFShgdHUZmM6imsi5s/s320/normal+map+top.png" width="318"></a><br><br>After unwrapping my UV's efficiently I was able too export the model as an OBJ and import it into Xnormal along with the OBJ of my high poly version of the bottom piece of the gun into Xnormal, in order to bake my high poly mesh onto my low poly mesh.</div>
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I began this process by firstly ensuring the high poly was within the high poly section, and of course the low poly with in the low. After this I did a test process, setting the resolution to 1024 instead of 4096, I was then able to bake my meshes.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifZTL2Xskg-YoROI3rnasW3HRjX0lx_JUvMWi-azhHH6umvzGgFJ7ImpWGyVk9js1qHm4hacDOC8UG6QxJ9sdrzqhLcqJIcVpxp8WXvhyphenhyphenwfPhwmKqO8NryXEJwpXIYquhiefnYLr5i0VzK/s1600/LowPoly_Unwrap2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="292" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEifZTL2Xskg-YoROI3rnasW3HRjX0lx_JUvMWi-azhHH6umvzGgFJ7ImpWGyVk9js1qHm4hacDOC8UG6QxJ9sdrzqhLcqJIcVpxp8WXvhyphenhyphenwfPhwmKqO8NryXEJwpXIYquhiefnYLr5i0VzK/s640/LowPoly_Unwrap2.png" width="640"></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgE8NAOCpyxZ92ul6PMBKWqm_o6S2HuLjsxjRvP6xSJN1qpRyP6wtThJfH0Vpu_8aQ0ffgPAB-4_fPlCwV45kRXLWyw20sQVvUDJifrfvz3jee4E-b5tfKVQjtSuoKKAh5P2cC-AbTmb_Bk/s1600/normal+map+bottom.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgE8NAOCpyxZ92ul6PMBKWqm_o6S2HuLjsxjRvP6xSJN1qpRyP6wtThJfH0Vpu_8aQ0ffgPAB-4_fPlCwV45kRXLWyw20sQVvUDJifrfvz3jee4E-b5tfKVQjtSuoKKAh5P2cC-AbTmb_Bk/s320/normal+map+bottom.png" width="319"></a></div>
Alex Pitthttp://www.blogger.com/profile/10820037666954827930noreply@blogger.com0tag:blogger.com,1999:blog-2239161381612272528.post-22482996060488422232015-12-09T11:52:00.002-08:002015-12-09T14:09:10.283-08:00Completed Low Poly model<div class="separator" style="clear: both; text-align: center;">
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After completing my high poly model and giving it some wear and tear in Zbrush, i was able to export the model back into Maya so that I could begin work on my low poly model. At the stage of exporting however, I had decided that it would be far easier for me to export the model into two pieces, dividing it into by the upper half of the gun and the lower half, making the baking process later on down the line a lot easier for myself. For display purposes however, in these screen shots I have put the two halves together to show what the low poly looks like in its full form.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEges97gRXr2GrGdQOwxAUxuDPhAGrJ6ZrgAcjuhRYdlI0Kvmk9JHzQTvpw8PYX3tPd8Pc5Lbf9GtkNCsAuPnqqRO5JjzOsNezpaT_-wXE3qIRjKb1q4wPoU9NbxN0Xa9BPyab4lsuNztwzV/s1600/LowPoly_2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="203" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEges97gRXr2GrGdQOwxAUxuDPhAGrJ6ZrgAcjuhRYdlI0Kvmk9JHzQTvpw8PYX3tPd8Pc5Lbf9GtkNCsAuPnqqRO5JjzOsNezpaT_-wXE3qIRjKb1q4wPoU9NbxN0Xa9BPyab4lsuNztwzV/s320/LowPoly_2.png" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUwZHmTpyzC1c-gHmaO0rQRhxfHSyehXJNq9ZSzi-8FgZkItXDLebutXKXUku1IRewERRVaP6U0KkYthPJgqX0fkSTZxEMopObA_IYNIDl4ws4vtYQhiNq2yra4EflSBbX-gu_p-7m8Vpt/s1600/LowPoly_3.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="198" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUwZHmTpyzC1c-gHmaO0rQRhxfHSyehXJNq9ZSzi-8FgZkItXDLebutXKXUku1IRewERRVaP6U0KkYthPJgqX0fkSTZxEMopObA_IYNIDl4ws4vtYQhiNq2yra4EflSBbX-gu_p-7m8Vpt/s320/LowPoly_3.png" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhl5BDn_5dUJRXOplUI1BnTs-tvYrkxEJF15X3afrSuvlioJuGkLB503H8QtAFZ2N-jQrpSjimpteIvfZeLJ_9IcGIgUGt9jGxiRIvWLsZNZgtGZb0pTtcNRHlHqUBiElXsOVH-QCzykIyT/s1600/LowPoly_4.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhl5BDn_5dUJRXOplUI1BnTs-tvYrkxEJF15X3afrSuvlioJuGkLB503H8QtAFZ2N-jQrpSjimpteIvfZeLJ_9IcGIgUGt9jGxiRIvWLsZNZgtGZb0pTtcNRHlHqUBiElXsOVH-QCzykIyT/s320/LowPoly_4.png" width="320" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhxrQXv6UTcmWG5ohAamY9G6ceXIwoTgSqg7qfP2RC2PcKrpY4CZWRik-o98XLaWWpZBb0xZs6oKsW50_SgKHAfW30V8AmDAex82tzy2U8qaTXnIRA3RZumlgBrKiMkj1-WCFKDy9NtXPo-/s1600/LowPoly_5.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhxrQXv6UTcmWG5ohAamY9G6ceXIwoTgSqg7qfP2RC2PcKrpY4CZWRik-o98XLaWWpZBb0xZs6oKsW50_SgKHAfW30V8AmDAex82tzy2U8qaTXnIRA3RZumlgBrKiMkj1-WCFKDy9NtXPo-/s320/LowPoly_5.png" width="320" /></a></div>
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The process of creating this low poly model began with setting my high poly model as a live surface and quad drawing out the low poly over the top of it. I began the quad drawing on the center most mass of the model where the long rectangle barrel is situated, this was an easy starting point as it was a very simple shape to draw around. From this stage however, I found it a lot more intuitive using the extrude edge tool more than I did the quad draw tool. With the high poly still set to live surface, extruding the edges meant that they would still stick to the model underneath and so I could map out my low poly model much quicker than I could with the quad draw tool. </div>
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Because of how detailed my high poly model was, what with the wire on top, micro-fusion cell situated within the gun(Cylinder on left side of gun) and especially the front and back of the rifle where the slight fins are situated, I found it quite difficult to create these lower detail polys around these parts. The front and back of the barrel was the part that I struggled with the most and that was because I really wasn't sure how much detail to put into my modeling here as it was the part in the high poly that I spent the most time on ensuring that it looked exactly like my reference, however in the end I trusted my judgement and I am pretty happy with how my low poly turned out, I just hope that it bakes well with the high poly model now in the next stage.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLpAGQ_lfISzbiiN7T4rwAIBClOQz7-nskbxQgSkyoDo23DHH3ApCRHAliDca1i_NUCtXovl90HVdK8SoTTW3pZ1gjiitgwUIX6NoLqq9JoBh0yTq3Ngxbjwz8kvGH2RJHD2HCYAYT4_K7/s1600/LowPoly_Pcount2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="185" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgLpAGQ_lfISzbiiN7T4rwAIBClOQz7-nskbxQgSkyoDo23DHH3ApCRHAliDca1i_NUCtXovl90HVdK8SoTTW3pZ1gjiitgwUIX6NoLqq9JoBh0yTq3Ngxbjwz8kvGH2RJHD2HCYAYT4_K7/s400/LowPoly_Pcount2.png" width="400" /></a></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1dKDdEAzehRtwzN8rzan2EoQz5yUZ1ofw8xNMZK3fjEuWirgQC0NoMRpkrrGshz6J81l9kf7YrH0PHyfnJyrt77LW1bzytVjTDvaJz3Sc27Pg_bfz8N6Ba6ybKgch5hG6rMrlossQqVGk/s1600/LowPoly_Pcount3.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="195" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1dKDdEAzehRtwzN8rzan2EoQz5yUZ1ofw8xNMZK3fjEuWirgQC0NoMRpkrrGshz6J81l9kf7YrH0PHyfnJyrt77LW1bzytVjTDvaJz3Sc27Pg_bfz8N6Ba6ybKgch5hG6rMrlossQqVGk/s400/LowPoly_Pcount3.png" width="400" /></a></div>
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As you can see in the top left hand corner of these screen shots, my final poly count of tri's for the low poly model came to 11067, where as you can see in my previous posts that the poly count of tri's for my high poly model was 117561, and that was before I exported it into Zbrush and subdivided it, so the poly count has been substantially reduced in this model, meaning that it will be pretty well optimized when it comes to putting in engine.<br />
<br />Alex Pitthttp://www.blogger.com/profile/10820037666954827930noreply@blogger.com0tag:blogger.com,1999:blog-2239161381612272528.post-34436989122705526552015-11-26T08:26:00.003-08:002015-12-09T13:55:15.717-08:00High resolution laser rifle model - Zbrush<div class="separator" style="clear: both; text-align: center;">
At this stage of my project I had finished my high poly model of my Fallout Laser Rifle in fallout too a point where I had modeled ever piece of detail within Maya, parts that could of been done within Zbrush such as screws and bolts I even decided to do in Maya, thinking that it would make my life easier down the line. I don't belive I was wrong in this decision as it saved me having to do it later on down the line, however I will admit that I might of saved a lot of time if I had decided to simply add the screws and bolts in Zbrush using alphas. <br />Because of the decision I made earlier on to complete most detail within maya, I firstly struggled to think about what I could actually gain from importing my high poly model into zbrush, so after some brain storming I thought that it may be a good idea to give me laser rifle so brutal wear and tear marks, in attempt to make it actually look like its survived for 200+ years through a nuclear blast and through fire fight after the war, in other words, how a laser rifle should really look when you pick it up in Fallout 4. </div>
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I started the process of this wear and tear by considering what changes could be made to the laser rifle, to what parts of the gun and why. So my first idea was that the rifle may have deflected some projectiles in its time within the world, if the other person was using a laser rifle and shot at this laser rifle, I considered that it would perhaps meld the steal frame slightly, and so I began warping the steal slightly around the front of the guns barrel in order to mimic the effect that the wielder of the laser rifle may of had spot of luck and deflected a round from another laser rifle with the front of the gun, melding the metal around the barrel slightly due to the highly intense heat that the laser beams give off (enough to turn enemies into ash within the fallout games). </div>
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After moving from the front of the gun I decided to add a few dents to all around the weapon, taking into consideration that the weapon may of been used on some occasions to parry off a melee attack from a super mutants sledge hammer some time, for example anyway. Even just dropping the gun and its general scuffs and chips that it would gain from being in duty for over 200 years and still being used post apocalypse. I focused on creating a lot of scratches and chips with in the steal around the handle of the rifle as I considered here that solderers wielding the weapon wearing power armor may over time damage the gun with the giant steel gloves that they wear with the armor.<br />Lastly I added patches of rust spread over most of the rifle, focusing mainly on parts that had already been damaged and the adding some around things like screws and bolts to give it a more realistic rustic effect.<br /><br />I am definitely happy with the final outcome of my zbrush model, and i'm glad that I did decide to add the details that I did in the program and not just go straight onto the next stage with my highly detailed model. I feel like because of the extra attention I gave the model in Zbrush, it stands out a bit more from the reference that I used but in a good way as I giving it that extra bit of personal touch that makes it appear, almost more realistic in my opinion. Perhaps later on down the line, it would be interesting to mod this rifle into fallout 4 and see how it fits in. (Or maybe i'm being over ambitious)</div>
<br />Alex Pitthttp://www.blogger.com/profile/10820037666954827930noreply@blogger.com0tag:blogger.com,1999:blog-2239161381612272528.post-16391994394135635252015-11-03T03:15:00.002-08:002015-12-09T19:22:27.352-08:00Model with Ambient Occlusion and Anti-Aliasing<div class="separator" style="clear: both; text-align: center;">
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Bellow is my finished model with the Ambient Occlusion and Anti-Aliasing settings on. I have also included to the left the inclusion of my work flow which I've now tidied up and renamed so it makes more sense to look at.</div>
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<br>Alex Pitthttp://www.blogger.com/profile/10820037666954827930noreply@blogger.com0