These are all of the maps matched with the low polys, going across a line each horizontally, it fells nice to see all of them together to get a collective image of them all. Overall i think this is some of the best work i have ever done there is still improvements but judging everything i am very pleased with it.
Feed back would very appreciated.
Tuesday, 26 April 2016
Monday, 25 April 2016
3D Environment: Quick Note Readers.
I'm sure if you have been following me through my making process on this blog you would have realized i have not shown my low polys or texture maps. I did not forget. I thought it would be nice to see all of the textures files together in one or two big pictures to show how they all look and the how many i needed to make this project come to completion and i will being doing the same for the low polys around to give another great picture of all the models with the uvs as a finishing collage of my project.
3D Environment: Screen Shots for the finished level and lighting
Here are the final screen shots for the finished project, overall i am really happy with how it has come out, somethings i would change is would have liked to made some more small models for around the building to give it some more flavor and life but i think that it still looks great and i am pleased with have managed to light the scene because i am relativity new to lighting in unity.
I set the scene in a moon light scene as i thought it would ad some mood into the scene and as this building has been abandoned for along time i wanted to keep it look like there was no over light sources other than the moon, all thought in fact i made three different lights over the main direction light to pretend to be light bounces these were to make certain ares pop out more but they keep the purple/white light which the moon produces.
3D Environment: Extras
Once i had put all the small models into the scene i realized the level looked quite bare so i wanted to create some ground pieces which lifted up the ground so i did not look so flat with just having a texture. I went on to create a small grass bush with alpha 3D mesh and fibers which work really well. I wanted to use my standard work flow of making a high poly in to low poly then xNormal into Quixcel but the grass blades would have been to small to normal map so i tried to just export the a poly paint as an alpha but that came out very spotty because of how thin the blades were so i made a gradient scale for the texture which worked a lot better than i thought it would. Placing the grass around instantly lifted the scene but something was missing, the previous owner of the house would not have just been walking around on the plain grass all the time they would have created a pathway for themselves. So i made a small set of cobbles which was made from making an alpha 3D again then going over the model with a mallet brush to get the cuts and dents in the rock to look better. Everything went smoothly with the low poly and texturing in Quixcel which let me get a quick model in the project which properly made some of the biggest effects on my scene as it really tied everything together and made it look liked this place was lived in at some point in its life.



3D Environment: Door Accessory's
Once i had finished the door texture i went on to making the door pieces which were the door handle and horns. However i ran into a problem with the horns as making a low poly for them was hard as i could not seem to get it high quality and the textures were not transfer properly so i deiced not to put them onto the door, and rethinking it there would not be a reason for a blacksmith to have antler's.
Moreover the horseshoe came out really well, along with the anvil the horse shoe would have also been made of pig iron so it easily became rusted with time.
3D Environment: Door
I needed to make a door to give the building an actually way for someone to get into the house rather than just a block house that someone built for the fun of it.
For my first try i made the door with some ornament handles which were created from some over-sized horse shoes which the owner had made and some deer antlers.
However when i made the high poly with these attached the normal's skipped onto the front of the door so it looked liked the handles and antlers were etched into the door rather than separate objects so i had to make the doors without them and then do the pieces as separate objects.
For my first try i made the door with some ornament handles which were created from some over-sized horse shoes which the owner had made and some deer antlers.
3D Environment: Anvil
I wanted to make some more small pieces to place around the ground so it did not seem so empty. So i deiced to make an Anvil to go with the grindstone as if the old owner had a small work shop outside of his house that he might use when the weather was to hot to work inside. I want to make it very rusty as if it had been left for a long time as it would have been made of Pig Iron which rusts very easily.
Overall i am pleased with the model and i think the texture came out well and it works in the scene for the moment will have to see how it looks under the lighting.
Overall i am pleased with the model and i think the texture came out well and it works in the scene for the moment will have to see how it looks under the lighting.
Monday, 11 April 2016
3D Environment: Base Stand
I have been thinking how i wanted to tackle of what i was going to go do for the ground for a while now but i came up with doing a diorama stand for it to sit on similar to the ones you would see on Warhammer 40k models were you a small stand to places you model on top of and the stand would give you small sections of the earth which that character would be standing on.
I loved the idea so i made a stand which my house could stand on, with a simple grass land which has been left still how some remnants of the person who once lived there, with some smalls rocks, a group of logs and section of fence which has rotted down to just posts. Hopefully this idea works as well as i think it will but we will just have to see when i put it all together in unity.
3D Environment: GrindStone
More flavor pieces ! flavor pieces everywhere !
I really want to make sure the surrounded areas around the house have got lots of tools which have been left behind by the last owner and are slowly dying. This a Grindstone which has been left to be battered by the elements.
Grindstones were used all across the world to sharped tools and weapons and many other uses.
I really want to make sure the surrounded areas around the house have got lots of tools which have been left behind by the last owner and are slowly dying. This a Grindstone which has been left to be battered by the elements.
Grindstones were used all across the world to sharped tools and weapons and many other uses.
3D Environment: Windows
Now to add some flavor to the size of the building, with the addition of some windows. I wanted to make the idea of the plastic life grade rings which didn't exist in that time but our brain subconsciously thinks if that shape meaning the sea-side so i figured i would use that to my advantage.
So i made one round window and one square one which can be used around the house, the models came out quite nicely i'm pleased with how i have shown the wood warping under the weather. I made the glass texture by using a plane and creating an alpha with low opacity and some small smudges on it to make it look dirty and scratched.
3D Environment: Blacksmith Sign
Now the whole of the base of the house has been modeled !! i can start making some extras to bring some character in the building, bring it to life. First step was to define it as a blacksmiths shop and no easier way to do than to make a sign to advertising the place.
I made a simple sign which will stand on the side of the building, it made of the same wood as the other pieces and held in to the build with to rusting pig iron bars with a cast iron anvil sign showing the public what the house does.
For a simple model it is one of favorite in the project so far.
For a simple model it is one of favorite in the project so far.
3D Environment: Roof Tiles
Now i have all the walls modeled with the roof frames put in as well i have been experimenting with the roof tiles. I wanted ti make them with slate as that was a common material around the time but was also an expensive one but i figured as a blacksmith he would be doing fairly well money wise to be able to afford some luxury's.
This would have work but once a i had used the slate texture on the roof there was something about the look which i didnt like, maybe it was the tiling or the ridges in my model which didnt matching how slate tiles would be placed it just did not look as good as i wanted it to.
I did some more research into what materials med-evil buildings would have used for roofing, the materials which were used are, straw/thatch, clay and slate i disliked the idea of straw so clay was the next best options and the different shades of orange came out really well, and i'm pleased that this changed came. Sometime the unexpected is good !.
This would have work but once a i had used the slate texture on the roof there was something about the look which i didnt like, maybe it was the tiling or the ridges in my model which didnt matching how slate tiles would be placed it just did not look as good as i wanted it to.
3D Environment: Brick Wall
3D Environment: Roof Planks
Continuing forward with the project i wanted to create all the wood for the house at the same time so i could get used to the work flow and perfect the design so i could do it quickly.
These models are made for the side connects of the roof which the roof tiles will be held into, As larger pieces of wood they would have move surface area for moss and grime to grow but unlike the thinner planks it will be harder for the rot to get inside the rot so the wood still retains most of it original colour.
Overall i am really happy with them, they look worn but not to much so you can still they would be able to hold a large amount of weight which is why the roof is still standing.
Some thing which could be better on them is i might want to make another models along these lines so it doesn't look all the same, but i am torn by doing this because they would have sued the same wood so it would rot in the same way.
Overall i am really happy with them, they look worn but not to much so you can still they would be able to hold a large amount of weight which is why the roof is still standing.
Some thing which could be better on them is i might want to make another models along these lines so it doesn't look all the same, but i am torn by doing this because they would have sued the same wood so it would rot in the same way.
3D Environment: Idea gone wrong. Wood Wall
However this did not work, once i had made the high poly there was no way for me to match to the original low poly because it had changed to much and i could not create a low poly out of it because it was to thin.
Another problem was in my design both the sides of the house are not the same size as the house has been left and start to bend and rot so having one wall would mean all the sides would be the same size which is not what i want.
3D Environment: Square Pillars
I took another look at my grey box and saw that i was using a square shaped wood bar to hold of the boat roof, my original plan was to use the wood planks i had made to prop up the boat but after looking over my design again i think the larger trunks would look better and would more likely to used in a realistic world as the supports would need to be strong to hold the boat.
I came out with this model which i can rotate to get a different texture on each visible side so it doesn't look similar to the one next to it.
I came out with this model which i can rotate to get a different texture on each visible side so it doesn't look similar to the one next to it.
3D Environment: Making The wood Planks
The Group of models i made was 3 different versions of old moldy wood planks which i will be using as the walls of the building and maybe even create a small wall platform which might have been used by the blacksmith as a work area or fishing point.
I wanted to make different version of the planks in models not just textured so it can have some variety in how the building looks and it wouldn't be come to samey.
I am pleased with how these models came out overall all doing them as separate models may be come a problem later on.
I wanted to make different version of the planks in models not just textured so it can have some variety in how the building looks and it wouldn't be come to samey.
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