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Toolkit 2 3D: Sketch Fab issues

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 To meet the requirements for the submission, I will be using SKETCHFAB to present my work in a turn table whilst providing the wireframe, base colours etc. However, what came were a number of issues. An issue that came up at first was the fact that the model didn't export correctly to Substance. At first it was simply because some of the layers had different materials which was in easy fixing by assigning them all to lambert. However, the issue that was much more problematic was the fact that the mesh was not posed after exporting for some reason. I, however didn't acknowledge this fact till much later. I was still able to get the texturing done for the character after a number of attempts. As shown here in Maya, the mesh is rigged into a pose which could gesture waving whilst walking in a forwards direction. The mesh came out alright, however I feel as though I could have experimented more with the different materials besides the few I used such as the cotton fabrics and leat...

Real Worlds: Unreal Level Design

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 Here are a few videos of the level design, including the 3 assets. Hero Building: The entire bridge with a CHECKPOINT as a focal point. Asset 1: Barbed Wire Fence Asset 2: Ammo Crate Asset 3: GCPS Defences Reflection of the assignment as a whole: Throughout the module, I had struggled on a number of things. Problems occurring with creating the barbed wire that caused Maya itself to slow down due to the amount of assets used to create it. I believe I could search for a much simpler method to prevent a delay in my work. Another thing to remember for next time is the REMEMBERING TO SAVE MY SUBSTANCE FILES. I assumed a number of times that I only needed the one export of different files which I was sorely mistaken as I had to backtrack and redesign some of the plane.

Real Worlds: Progress on Level

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 Now, we have reach the stage of texturing the level after creating the 3 Assets and 1 Hero building. In this case, it's the whole bridge itself. This is the checkpoint: GCPS are the group that have control of this area, so it is fitting to at least have their logo on the structure alongside a hint of their colours. I wanted the structure to be darker but still have its link to the faction so I implemented the greens and blues that would be found on the armour of the soldiers. These are the shields/covers that are placed down in case of invaders. I can imagine that it would rain a number of times and depending on how long these shields are left there, chances are that rust is likely to form due to the rain and extensive time out with oxygen.

Real Worlds: Testing it out in Unreal

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I attempted to import the GAME LEVEL into Unreal to see if the size of the bridge was correct. It wasn't. Using Unreal to determine this was necessary to avoid the issue of level creation in the future. Now this I am aware, I'm able to scale the size up greatly to compensate for my error.

Toolkit 2 3D: Rigging and Problems

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 The next steps was to do the texturing, at least it was meant to. At first, I tried to texture the WHOLE asset which felt slow, difficult and laggy. I had a fear that I may cause the system to crash entirely if i did this. So.. As shown here, I started on the skin and the shoes with the base colours using substance. Changing from material to base colour and painting over using the poly fill tool. I brought it back into Maya afterwards and added the base colours of the clothing in Maya to get a feel for the design. Next came the rigging. I already had a rig in preparation but what came down next was the fingers. Using the SKELETON menu and CREATE JOINTS tool, I connected the wrist join to each finger. I was aiming to create a fist-like motion with the design so I had to rotate the axis on each joint. Specifically the Y axis, making a right angle shape facing upwards from the finger as shown here. ISSUES: - When posing, I noticed that the mesh had began to deform when it came to the...

Toolkit 2 3D: Zbrush Mesh

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 Due to the art style choice of the character, my lecturer deemed that instead of using a realistic mesh of a man, that I should use a much more simplified block out of one to add the stylised features like the simplistic stylised eyes or nose. Afterwards, I applied the head to the body through merging the layers, as you can see the head wasn't entirely merged as part of it somewhat stuck out from the neck. However, this isn't too important as the neck region will be covered regardless. I worked on the body as this is meant to be an athletic build that is meant to be noticeable. Using the standard tool + Smooth tool [SHIFT] to make it seem semi realistic, broadening the arms and shoulders. Next was applying the jacket which requires creating another layer, masking around the desired area and then using the GEOMETRY tool to separate the mask out area. Afterwards, it was simply about using the move tool to fit the outfit around the mesh, making sure the body parts were not sticki...