Week 3 - Texturing



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 polygon. UV editor will break the polygon down to show how the texture is covering it. For a simple cube polygon the UV editor breaks it down as a simple box template, making it very simple to adjust the template over the texture with simple scaling and moving tools. 



I also experimented with a second die with a simple Phong texture and creating Booleans using low poly Spheres to create indents of the die numbers like traditional die. When completing Booleans I made sure using the multi-cut tool to create extra edges, opting to using Tris for the vertices although I should have used Quads. I used Low Poly Spheres so that the Multi-cut task would be at quicker and easier and can be smoothened out in post. 

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