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Showing posts from March, 2021

Week 18 - Sketchfab, Emission and Opacity

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  Week 18 - Sketchfab, Emission and Opacity What Have I Learned This Week? Today we learned about using Sketchfab, an online website that can allow you to get a live render of a model using all the acquired maps by exporting them all from Quixel Mixer.  On Sketchfab these maps can be adjusted appropriately, as well as lighting and adding a scene to the render. However, a lot is limited on a free account.  Experimenting with Lighting and Scenes Emissions We also learned about creating emissions. Emissions are used when you want an area to glow or have a brighter appearance. These maps can be made on Quixel Mixer using solid layers and applying the colours appropriately. On the top solid layer, I applied a noise mask that created a contrasting glow. One mistake I made on my map is that the base layer should be black in colour, but this could easily be fixed on Photoshop. These emission maps can also be applied to specific Material ID sections.  Emission map applied to ...

Week 17 - PBR Metalness (Learning Quixel Mixer)

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  Week 17 - PBR Metalness (Learning Quixel Mixer) What have I Learned This Week? This week, we've begun to start fully texturing our meshes with PBR software. I chose to start familiarising myself with Quixel Mixer. For this, I used my Crimson Model as I had all the maps prepared. Most PBR software with produce a PBR Metalness. PBR Metalness is a map that contains the metalness information of a mesh and will also contain the albedo. An alternative is PBR specular workflow, the high-end 3D industry standard that contains the information of metalness as well as reflectivity  I started by preparing the Base Layer of the weapon. Albedo refers to the overall brightness of a model, the whiter the Albedo the more light reflects and produces more brightness. Metalness refers to the metal texture of a mesh or layer. If a mesh has a metal texture, the Metalness will be coloured white. Roughness refers to the glossiness of the texture. If the Roughness is black when the texture will appe...

Week 16 - Material ID and Ambient Occlusion

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  Week 16 - Material ID and Ambient Occlusion What Have I Learned This Week? Material ID Material IDs are texture maps that code areas of the UV for specific textures and materials.  To start making a material ID, I went back to my Crimson Destiny 2 model I made and Unwrapped it to create a Normal Map. To create a Material ID, I applied a texture to specific parts of the model. These specific areas were decided by breaking up the model into areas where different textures would be needed. Material IDs are made similar to Normals, where I bake the mesh with the texture colours into the retop in Diffuse settings. The textures must be coloured with incandescence high so that the colours are bright and identified by other programmes like Quixel Mixer. My first attempt at Material ID went wrong as I baked the model without changing the transfer to UV space so everything came out grey. This could still be fixed by taking the map into photoshop.  Changing the transfer to UV Space...