Posts

Showing posts from October, 2020

White Boxing and Paint Overs

 How can 3D Modelling Be Used For Concept Art In Modern Video Game production, It has become increasingly Important for 2D Concept Artists to become equipped to simple 3D Modelling Programmes like Maya to create rough outlines of an environment or weapon model. In production, It's very common for a lot of disagreements with how a 3D render of a 2D concept image has an outcome, due to issues such as a layout of an environment or how the 2D environment does not look as good to the Concept Art from a different perspective of the 3D environment. 2D media is essential for creating a good starting point for a concept or idea, but It's truly the 3D department that figures out how the designs will be implemented 'In-game'.  One Method 3D can be used for Concept Art is known as a 'Paint Over'. To get a 'Paint Over' the artist will create a 3D render of the concept idea known as 'White Boxing' using very simple low Poly Polygons to create a rough outline o...

Week 3 - Texturing

Image
Week 3 - Texturing and UVs What have I learned? This week I learnt how to texturise a polygon by using a variety of different materials that give different appearances as well as adding my own custom textures. In order to use custom textures I also had to practise using the UV editor. Lambert: Default material, no light reflection/clay like. Phong: Reflective, Shows light/highlights. Used as plastic. Blinn: Metallic Material. Ramp: Shading/blending colours. (Rainbow effect) I first tested using materials on Cube Polygons.  Using different materials and colours. (Ramp, Phong, Blinn, Lambert) The first task was to model a 3D die. I created a variety of dice in terms of shapes and material. The black die was created with custom textures. Using Photoshop I created my own .png of a die template and applied it as a texture over the cube polygon.   When applying a custom texture it will most likely not cover the polygon or will have mistakes. It's important to edit the UV of the...

Week 2 - Booleans and NURBs

Image
 Week 2 - Using Booleans and NURBs What have I learned? In week 2, I have learned how to make more complicated Poly Models by manipulating them using the following tools. Booleans - The Boolean tool uses two Poly Models to mesh holes and shapes of the selected polygon into another Poly model by either adding. The Boolean Operation tool can change the mesh, Using Difference to create a full Polygon cut into a Poly Model (Subtraction) or using Intersection to get only the Intersecting Polygon as well as creating a union of the poly models (Adding). It's important to make sure after using the Boolean Tool that edges of the face have 3/4 vertices by using the Multi-Cut tool.  Revolve - The Revolve Tool will take a selected curve line created, and extrudes the edge along with a rotation. This creates a lamp head like Poly Model shape. A Curve (NURBs) is created by placing control vertices (CVs), edit points or by freehand. It's important to make sure any NURBs are converted into a ...

Week 1 - Introduction to Maya (Commodore64 Controller)

Image
  Week 1 - Introduction to Maya (Will Taylor) What Have I Learned This Week? In week 1 I have learned how to navigate through Autodesk Maya viewport and the basic movements using Alt + scroll wheel/left click/middle mouse. I also learned how to create simple poly models and manipulating them using the following tools. Bevel - Using the Bevel tool will split a selected edge in two, however, selecting one edge at a time or single edges creates issues in the geometry of the shape. To solve this, I made sure to select multiple edges (Full edge Rings/Loops). Extrude - Expands the face of the selected polygon. It's important to commit to the first extrude as creating two or more extrudes on top of the selected surface creates hanging and unnecessary polygons in the geometry.  Bridge - Connects two or more edges/faces of selected polygons. Using these tools, I created a Commodore64 Controller. I believe I did a good job because I made sure to use the Attribute Editor within Maya. Usi...