Week 16 Drill - UV Layout Character Model

We has 45 minutes to unwrap a low poly character model in Headus UV Layout. Everything went okay apart from the hands of which I made the cut along the wrong line, making it very difficult to flatten. Also, I accidentally cut a seam into the front of the 'pants' instead of the rear. Here is the result:




 

Week 16 - Headus UV Layout - UV Unwrap of Building

After attempting to unwrap the building model we as a class have been working on for several weeks in UV Layout, I saved out the UVs and fit them all in one sheet in Max.


They do need some rearrangement and tidying, however this just shows how well you can UV in such a simple program. I definatly believe this is far better for more organic objects, such as characters however. Many of the more complicated objects, like pipes proved to be extremely difficult at times and as you can see the results are not perfect. I will practice this program throughout the future as I think it will be very useful.


 

Week 16 - Subway Interior Workflow Update

This week I decided to work on my texturing skills before I continue work on my scene, as much of it relies on hand-painted details and blocking out of colours which was my main weakness. I followed the Industrial Door Texture tutorial on 3D Motive and after many hours I thoroughly learned the process and produced this:



I still had a little time left over to try these techniques out myself to create a tileable floor for the subway.




This week I will be texturing at least one of the wall panels and adding some more props and details to the scene. Please note the lights are temporarily point lights until I have textured the lights and ceiling with an emissive map. 
 

Week 15 - Subway Interior Workflow Update

This week I decided to test my assets out in UDK and begin texturing the doors.

UPDATE: Here is a Marmoset render after making specular, gloss, normal and alpha maps. I am still trying to get translucency to work in the windows, but at the moment this is looking very pretty.


Here is the textured door(s), of which you can see has a reflection from the windows implemented into the diffuse channel. This will only be temporary, as I am going to attempt to make a reflection map for the window alone, unless this method proves not to be as good. A specular and normal is also yet to be done. I can't wait to see the final results. My reference image is here: http://www.curlious.com/wp-content/uploads/2012/07/IMG_1584.jpg


A quick render of the modelling and newly textured doors in Max. Nothing new has been modelled this week.



I have only blocked things out so far, with only a few issues with the pivot-point of the objects and a strange artifact as you can see on the far wall. The lighting is only rough as I intend to make an emissive map for the lights on the ceiling as my primary light source.