Asset Production Progress 5

After finishing diffuse texturing i have decided to add an ambient Occlusion and Specular map. Downloading the free program Xnormal (“XNormal web page,” n.d.), i have created an ambient occlusion map. The process can be achieved  with a normal map however in this case i have used my diffuse texture twice, plugging it into the low and high poly plug in spots in the program. The maps that are needed are selected within baking options.

The ambient map produced from the complex physics generator in Xnormal is taken into Photoshop (Alvarez, 2016) . Most of the map had the desired effect however a strange warping occurred on the bottom panel of the pistol. I have learnt that this can be fixed with the smudge tool, as this evens out the smudged ares into a solid shade.

I have also learnt that the ambient occlusion map is combined with the Specular map as shadows are controlled by light and so can be integrated into the shine and gloss aspects of Specular.

The levels of Specularity and gloss is partially trial and error and after adjusting to the levels i wished i have set up lighting.

The lighting I have used is a combination of Omni lights and target. The intensity of the lights can easily be changed in the modify tab.

Animation of the pistol was particularly tricky and required more adjustment than i expected. I now feel more comfortable with the adjustments of key spacing and and animating various parts separately in the time frame.

After this step the asset is ready to render as an mp4.

 

 

asset scene with lighting
figure 1. scene setup. (Wyld, 2016).

 

 

 

blog spec and ao map
figure 2. Ambient occlusion and Specularity.(Wyld, 2016).

 

 

 

 

pistol asset production .png
figure 3. still render. (Wyld, 2016).

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

References

figure 1. scene setup. (Wyld, 2016).
figure 2. Ambient occlusion and Specularity.(Wyld, 2016).
figure 3. still render. (Wyld, 2016).
XNormal web page. Retrieved May 13, 2016, from http://www.xnormal.net/
Álvarez, R. (2016, March 22). Create anything you can imagine. Anywhere you are. Retrieved April 7, 2016, from http://www.adobe.com/au/products/photoshop.html

 

 

 

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Asset Production Progress 4

This week I have moved on to texturing, the first decision has been to decide colour palette. After a few variations on colour schemes that have a contrast of light and dark I have settled on a dark blue-grey base with white and orange highlights. This will align with the bold look I am aiming for.

I have also decided to create a camouflage pattern for the barrel of the pistol. After investigation I was surprised to find a method to create the pattern by “rendering clouds”in Photoshop (Alvarez, 2016). The process relies on manipulating the levels of the cloud render, which is repeated 3 times. Each of the three renders are given separate colours and a base colour is also added.

Another effect which I have used creates a deteriorated and worn look, commonly referred to as “grunge effect”. While  reference photo with a worn texture can be used as the base of this effect I have used a simple approach with a mottled brush shape and have erased away part of the colour to create the intended effect.

I have also added to the worn look with  greying of the edges of the pistol, and the addition of subtly worn areas.

During the process of using Photoshop I have become more familiar with filters which I have enjoyed exploring. Also on a small note, simple things such as using the eyedropper to locate a colour you would like to change very slightly have  Photoshop a more comfortable experience during the texturing phase.

 

 

 

 

Screenshot (74).png
figure 1. texture. (Wyld,2016).

 

 

 

Screenshot (75)
figure 2. Camouflage pattern for texture. (Wyld,2016)

 

 

 

References

figure 1. texture. (Wyld,2016).

figure 2. Camouflage pattern for texture. (Wyld,2016)

Álvarez, R. (2016, March 22). Create anything you can imagine. Anywhere you are. Retrieved April 7, 2016, from http://www.adobe.com/au/products/photoshop.html

 

 

 

 

 

 

 

 

 

References

Álvarez, R. (2016, March 22). Create anything you can imagine. Anywhere you are. Retrieved April 7, 2016, from http://www.adobe.com/au/products/photoshop.html

Asset Production Progress 3

This week I have been finishing the basic form of my model and have started to flesh out the extra components which make up the design. The modelling has been closely following my reference image but i am now making tweaks to the design. A notable change is the alteration to make the pistol model a-symmetrical. This choice has been made with congruence of style in mind. The comic/graffiti  aesthetic I am aiming for will match the  difference of detail on both sides. I also wish to include a fictional model label on one side which I have decided would not benefit from being repeated symmetrically on the pistol texture.

The modelling I have been using to complete my model has stayed mostly the same throughout the process.

I have been inserting swift loops (Auto Desk Inc, 2016) and using the accompanying vertices to alter the shape of components, which has allowed me to create the shapes that comprise a pistol quite well. Since the last project i have also been using the snap tool often which i had not yet become familiar with. While it is useful there are times that i find it unpredictable. Mostly i have figured in those instances why it does not snap in a predictable way. Swapping to wireframe has also helped to identify vertices and edges to snap to.

The chamfer tool has been used along the way to create a more appropriate edge to the pistol. This is necessary for many objects when modelling as the sharpness of un-chamfered edges can look odd when compared to real life examples. This step alone has noticeably improved the look of the pistol.

While finishing the details of my model i have used the Boolean tool to create a shaft in the pistol barrel. Later I have discovered that this has caused strange problems with the front of the barrel. As instructed i have remodeled the barrel and inserted it in the place of the old one. I have learnt it is not necessary to use boolean and for the replacement barrel I have  used inset and extruded (extrusion is used to a minute amount, the move tool is then used to ensure the extrusion is the correct angle into the barrel).

From here, I can now move onto texturing.

 

 

Screenshot (68)
figure 1. Problem with Front of Barrel. (Wyld, 2016).

 

 

 

Screenshot (69)
figure 2. Replacement Barrel. (Wyld, 2016).

 

 

 

Screenshot (73)
figure 3. Finished Model. (Wyld,2016).

 

 

 

References

figure 1. Problem with Front of Barrel. (Wyld, 2016).

figure 2. Replacement Barrel. (Wyld, 2016).

figure 3. Finished Model. (Wyld,2016).

Inc, A. (2016). 3d Modelling & rendering software. Retrieved April 7, 2016, from http://www.autodesk.com.au/products/3ds-max/overview

 

 

 

 

 

 

 

 

 

 

 

 

Asset Production Progress 2

This week we have covered various techniques which we can utilize in the production of our Video Game asset. It has become obvious that there are a multitude of ways to achieve desired results in both modelling and texturing of assets.  An example is the detail that can be created in the modelling stage of an asset, or can be added to a certain extent alternatively with bump mapping. In this case light can be used in a low poly model to add detail without modelling extra polygons.

I have also learnt that low and high poly models are useful for differing reasons and that it is best to try and create as much detail with as low poly count as possible. This is something I wish to get better at, as I still feel new to these concepts and how to to implement them into my work. As I understand it, low poly modelling is particularly important for efficiency within Video Games.

At this point I have finished the design of my Sci-fi Pistol and have set up my drawing as a reference image within 3DSMax (Auto Desk Inc, 2016), this allows me to have a guideline when modelling.

To set up my reference image I have used the short video supplied as part of our video resources. This involved creating a plane, then dragging the image onto the plane in 3DSMax. The next step is to use the UV modifier and select bitmap fit, after this it’s just a matter of resizing and positioning. It is important to note that the appropriate format to use is TARGA.

I have started to block out the components of the pistol design by ensuring that the view is set completely parallel to one direction within the view-port. I can either do this by selecting the view from the view-port drop-down list or by using the View-cube.

When the view is adjusted in such a way I can create a box and convert to editable poly. From here I can select the vertices of both sides of the box simultaneously and drag them to fit the shape needed in my design. From here I will continue to create the basic shapes of my design.

 

 

Screenshot (64)

figure 1. Sci-fi Pistol reference image. (Wyld, 2016). Asset Production.

 

 

 

Screenshot (66).png

figure 2. Modelling using reference. (Wyld, 2016). Asset Production.

 

 

 

 

 

 

 

References

figure 1. Sci-fi Pistol reference image. (Wyld, 2016). Asset Production.

figure 2. Modelling using reference. (Wyld, 2016). Asset Production.

Inc, A. (2016). 3d Modelling & rendering software. Retrieved April 7, 2016, from http://www.autodesk.com.au/products/3ds-max/overview

Asset Production Progress 1

After completion of our Pirate Treasure Chest project, our next undertaking is an introduction to asset production. Specifically our brief requires the design and production of a game asset, the object may be one from the list provided or we may seek approval for something else we wish to create. I have chosen to design a Sci-fi pistol.

During this first week i have gathered sources of inspiration and have started to think about the design of my object. i have looked at both real- life gun models as well as fictional designs as inspiration.

I’m currently leaning towards a comic stylised aesthetic for my Sci-fi pistol and have been influenced by weapon design from such Video Games as Destiny (Bungie, 2016) and Borderlands (2K Games, 2016).

I am keeping mind at this early stage in the Asset production my limitations in producing an asset production. With this in mind I will attempt to create something as close to the in game weapons I admire.

 

 

 

handgun-semiautomatic
figure 1. Hand gun. (“Types of Handguns – Revolvers and Semi- Automatics”, 2016)

 

 

 

pistols borderlands1
figure 2. Range of Borderlands 2 Pistols. (2K Games, 2016)

 

 

 

borderlands gun3
figure 3. Borderlands pistol. (2k Games, 2016)

 

 

 

pistol2
figure 4. Destiny Pistol. (Bungie, 2016)

 

 

 

References

Types of handguns – Revolvers and Semi-Automatics. (2016). Retrieved May 8, 2016, from http://www.lakelandgunclass.com/handgun-types.html

Software, G. (2016). Borderlands.Com – home page. Retrieved May 8, 2016, from http://borderlandsthegame.com//

Previous, & }, default. (2016). Destiny | official site of destiny the game. Retrieved May 8, 2016, from https://www.destinythegame.com/au/en/