Wednesday, 29 May 2013

February

growing planet

spaceship texturing

UV mapping

The main problem i had with uv mapping the ship was the topology  that was quiet bad with big areas with one poli-face and small areas with many faces and the model had a lot of overlapping face which made the process quiet time consuming.
ship main body



wings and engine



Before starting my texturing i decided to assign basic colours to the ship and bake out the texture to use it as a reference for my final texturing. After experimenting with UV mapping for a while i realise that following the lines of the UV do not mean that the texture will match the edges of the polygon.





Texturing







Normal map created Using Crazy Bump




after adding the textures a was ask by the director to try to create some type of energies source that emanate from some part of the spaceship to  that use a surface shader with a glow effect and some particle


Pic of renders of spaceship final texture






again using the particle system was complicated  i tried to create a type of plasma energy that is moving inside the spheres on each side of the ship my main issue was constraining the particle to the sphere no matter how i changed the value of the particle emitter i could not make it work i finally found a solution to the problem by extruding in the sphere the thickness added to the geometry solved the issue and finally i added an electric current that was fairly easy as it is on of the effect already set up in Maya like the flame effect.



Ikalx

we finally decided the 2 shots that were going to be render for this term the first thing i started to do is selecting the plants that i will use in Maya visor i was able to found a lot of information on digital tutor on how to use paint effects in maya  also i found a very good tutorial from gnomon on how to create realistic plant using maya


maya has alot of plants paint effect but not all of them look realistic so i selected only the one that i think looked realistic and also the ones that could actually be seen in the same type of terrain. after that i converted them into polygon i outputted them as quads and made sure to keep the resolution low as paint effect can de very heavy





The next thing i had to do was change the the shaders of each plant maya automatically  created texture using maya material like lamberts and blinns instead of those i recreated each shading network using the MIA X material as it has a lot more attributes to use and it is used to create realistic environment and lighting also to light my scene i used mental ray sun and sky system which generate realistic lighting.


this are some of the renders of my test were i adjusted shaders and lighting until i get the look the that i wanted.















shaders

 following some of the information i found during my research i created double sided shaders to create some variation in some of my plant as seen i the above picture on the plant with yellow and green leaves.




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