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Showing posts from February, 2021

Week 15 - Normal Maps and Baking

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  Week 15 - Normal Maps and Baking What Have I Learned This Week? This week we learned about using our UV mapping skills to produce Normal Maps from Baking our models. A normal map is built from the UV map, if the UV is unwrapped poorly then the normal map will most likely come out undesired. A normal map is an image of a meshes texture that creates detail on the surface. This is used in the 3D industry as 3D assets can have too much detail to be in a game engine due to limited polycount. A normal map texture creates the desired detail of an asset with an optimised and smaller polycount. Normals use RGB information in 2D and translate it into 3D  by telling the 3D programme the orientation of the surface normals and how the mesh should be shaded. This week, we were tasked with creating a couch model and using everything we've learned so far to bake and produce a normal map. I started by making a simple couch model, bevelling the edges of the pillows and body to create reinforc...

Week 14 - UV Unwrapping

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  Week 14 - UV Wrapping   What Have I Learned This Week? UV Maps: A UV Map (U and V representing the Horizontal and Vertical axes in a 2D space) is the translation of a 3D mesh into 2D information. UV Unwrapping: The process of making a UV Map. This is the process of "unwrapping" the 3D mesh to stylise and add textures.  The Process of UV Unwrapping: 3D Cut and Sew - Unwrapping an object is creating special edges on the mesh called "Seams". When modelling seams will automatically be created and need to be removed by selecting 'Camera-Based' in the UV menu. To use 3D Cut and Sew, make sure Edge Mode is on and select the edges you want to 'Cut' or Seam, hold CTRL and click to remove seams made.  Hard and Soft Surfaces: Applying seams is relevant to if the edges are of a Hard or Soft surface. A hard surface is usually a sharp change in angle then a Seam should be applied to separate the surfaces. Hard surface models are usually relatively simple to Cut ...

Week 13 - Retopology

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  Week 13 - Retopology What Have I Learned This Week? This week we learned about Retopology and its importance in the games industry. When developing a model in high detail and poly count. This model is not optimised for actual practice due to its very high poly count. The aim is to create this same model with the detail but in a very lower topology to be more optimised for a game engine. This all begins with Retopologising the smooth high poly model.  Retopology is rebuilding the high poly mesh with optimised geometry. The topology should be cleaner and primarily in quads with a few tris as exceptions and an overall lower polycount. In order to retop, you must have a live surface act upon. In Maya, retopology is done with the Quad Draw. Quad draw allows you to dot and create quads on a live surface, with easy manipulation of vertices to get the correct shape and size as well as edge flow.  To first practise Quad Draw, I used my old red death smooth model to create a clea...

Week 12 - Hard Surface Modelling

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  Week 12 - Hard Surface Modelling What Have I Learned This Week? This week we were tasked at creating a Hard Surface Model of a weapon, using Smooth Preview and supporting edge loops accordingly to create a sharp hard edge model.  For my model, I made Red Death from Destiny. To make the shape I used a blueprint and cutting tool on a flat plane and created edge loops from the vertices accordingly. after removing the holes I extruded the shape to its thickness. This was an issue however as I wanted to extrude the shapes of the model on both sides. I removed half of the model and worked on the one side, as I would mirror the other side when I was finished. The Thickness of the model and the rounded barrel was made by manipulating the groups of vertices with scaling tools. Using presets in AIStandardSurface had allowed me to get the correct textures on the model this time round.  Low Poly Wireframe (Next time I need to make sure the AiWireframe is set to Poly instead of Tri)...

Week 11 - Organic Modelling

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  Week 11 - Organic Modelling What Have I Learned This Week? When modelling, the model will fall under two categories: Organic and hard surface.  Hard Surface: Manufactured objects with flat surfaces (Tools, weapons, Man-Made), Organic Surface - Living or breathing. These models have a lot of curvature/smoothness and can usually deform in shape or quite animated. (People, Hands, Animals) Our task for the week was creating an Organic Model, this being our hand.  When creating models it's important to show consideration to Smoothness. The smoothing tool will smooth an object, however, if the edges of the model do not have enough support (Edge-loops/ bevels) then the smooth model will come out rounded than sharp. This is known as soft and hard surfaces. As the hand is organic, smooth and rounded, there doesn't need to be a lot of supporting edge loops. To make sure our smooth model will look correct we a use smooth preview by pressing 3. This will preview the model in smooth...