Thursday 26 February 2009

Wednesday 25 February 2009

Interior

Still working on the interior, it is going to be done in two UV layouts, the first one was shown on a later post, the other hasnt been complied yet below is an image of how the interior is coming a long. Not to bad at the moment.

Tuesday 24 February 2009

A Quick Sun Test

I actually got a video up on here of some work whoop whoop!

UV again, Fun Times!

Well today i worked a bit on the interior, i have started one UV Map which is below looking pretty sweet at the moment its 2048*2048 may change it though to less. I also got in to college to see the render farm working well on a 10second bit of footage, its looking pretty good at the moment so all is going well at the moment and im about to start looking for textures for the UV Map.

Saturday 21 February 2009

Tasks

This weeks tasks sees me researching different render layers, depth of field, modelling the interior might start UV mapping it too. Rendering the exterior and deciding on rendering techniques, camera angles, pans etc.

Thursday 19 February 2009

Rotation

Yep i wrote down some numbers again, no one knows why but they are useful to me
1. 100, 70, 110
2. 255, 25, -50
3. -10, 80, 55
4. 15, 200, -80
5. 80, 200, -80
6. 120, 200, -120
7. none
8. 250, 10, 300
9. 300, -20, 300
10. 235, -20, 300

Time of Day

Below are some test renders of different times of day i decided to looko into this a bit more as i have now finished the exterior texturing and modelling so this is the next stage and i can add more detail now to the interior.

Lighting :)

Well after yesterday when Jared and I looked at my scene and realised why i had 3 different shadows and why they were triangles i looked this morning just to check my hypergraph... I forgot to hide/deleate my old ligh system, silly me! So, all is good now the image below shows what the scene could now look like and i have also learnt a bit about the mental ray light system like how to change direction which allows different times of days. I may look into this as it will be nice to see how the shadows change etc over time.

Wednesday 18 February 2009

Texturing Reflection

Looking at tutorials i can now see why some people rough out the texture map, place the textures first and then move the UVs around.
Whilst doing the low poly version i found it so much easier to just move the UVs round as i knew what had to fit where and the amount of detail the texture will have, so i may in future projects and the interior try to sketch out what the UV map may look like. Saying that laying out the UVS first did work but it seems it took along time to do.
I am pleased with my texturing abilities and they have greatly improved since the last project and i am happy that i actually enjoy it as it seems it can be a bit of a boring job.
In other news my render failed so hopefully it will work this time!

Tuesday 17 February 2009

Advice Taken

Quick bit of tweaking, think this could be the one! Maybe?

Discussion

Talking to the others so far 1 and 3 are on top, they remind me over resident evil 5. Interms of color.

Rendering

Ok i got a bit bored of texturing, the same thing over and over again so i decided to have a look at different render types. This has 4 different layers and i used overlay in photoshop now im not sure if this is right, i also decided to change the opacity of some of the layers below are the images in one place so i can see what works best.

Texturing Report

I wanted the texturing done, the texturing is now done i have added specular and bump to the scene now as well. At the moment i am pleased with it if time allows me i may come back to tweak some stuff. The rest of the day will be UV mapping the low and medium level of details. At the moment i am rendering a Test of 10seconds to see the outcome, doubt i will be able to put it up here though! but here is a pic on it!

Monday 16 February 2009

Update

So today as seen me working on compositing for the other project, but near the end i did start to work on the chop shop again! I reckon if i push myself tomorrow the exterior will be completly done on all LOD's

Sunday 15 February 2009

Never say Never

So yeah this weekend i been doing a lot of thinking and not a lot of doing, not like me, but sometimes its needed. i had been worrying about this project, if there is just to much to do for one person but right now i am determined to do as much as i can in a day, game sare out the window at the moment tutorials will replace them, researching about games, not just for this project but for the future i want to give myself the best chance of completing my long term goals.

Eventhough we have other projects that i am getting into i still need to balance my time on all the projects. Monday-Friday are going to be heavy days from now on 9-4 at college and then research in the evenings and prep for the next day!

I am going to do this as i have other commitments on the weekend that are just as important like the youth group i teach.

Dont worry Mandy we will still have our own time if you read this :)

Im writing this whilst being inspired by the fray good band

Thats enough for now

Thursday 12 February 2009

FarCry2






















Research for interior

Today i wanted to get the basics done for the interior, ha. That didnt go down to well, my computer at home isnt as good as those at uni and it kept on crashing, so i decided to do some research on far cry and do some sketches. I was able to do some work on maya, but not as much as i was hoping for, hopefully tomorrow will be a better day. The images below are ingame shots of far cry 2 that i have taken today.
Once again my computer is being anoying that it takes 30mins to upload a picture, i think im going to have to call it a day and add the pictures tomorrow, this is a low right now in the project, which is a bit anoying!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Wednesday 11 February 2009

Texturing and the different maps

This information is taken from modwiki; This information will be very useful to me as i have nearly completed my textures for the exterior and will definatly look at this for refrence and guidelines to help me.

Diffuse maps
Diffuse maps in Doom 3 represent the diffuse reflection and color of a surface. In other words they define the color and intensity of light reflected back when it strikes a surface.
The goal when creating a diffuse map is to draw a color map and darken areas where light would be absorbed. For instance, the cracks in a brick wall absorb more light than they reflect back.
The example to the right demonstrates this as the bricks themselves are a greyish value and the cracks between them almost black.
No surface reflects light back at the same intensity it's recieved. In that respect, it's a good idea to darken your diffuse maps appropriately. Generally, the smoother a surface is the less light is diffused and the brighter your diffuse map can be.
Diffuse maps are added to material shaders by use of the Diffusemap keyword or the Blend keyword with the "diffusemap" parameter. As convention it's recommended that you add "_d" to the end of the texture's filename.

Bump maps
Bump mapping adds an illusion of depth and texture to images. It doesn't actually alter geometry but rather affects the shading over a surface. There are two different kinds of bump maps useable in the Doom 3 engine: Normal and height maps.
Normal maps
Normal maps define the slope or normals of a surface. In other words, they alter the direction a surface appears to be facing.
The normal for each pixel is defined by storing spacial X,Y,Z transformation data in the R,G,B channels. The example to the right demonstrates this.
There are two methods to create normal maps.
Render a normal map from 3D geometry
Convert a height map into a normal map
There are links to tools for use with both methods at the bottom of this page.
Inverting the green channel of a normal map.
Depending on the tool used to render normal maps, you may need to invert the green channel of the resulting image in order for your normal map to render properly in game. When viewing the green channel of the image, it should appear as if it's being illuminated from the bottom.
Normal bump maps are added to material shaders by use of the Bumpmap keyword or the Blend keyword with the "bumpmap" parameter. As convention it's recommended that you add "_local" to the end of the texture's filename.

Specular maps
Specular maps in Doom 3 represent the specular intensity and color of highlights on a surface. In other words they define the "shinyness" and color of specular reflections.
The brighter a specular map is, the more shine is applied to the final material.
The goal when creating a specular map is to fill the image with a solid value to represent the general specularity of the surface and then darken areas where weathering would occur.
The example at right has a mistake; the face of a brick would recieve less wear and tear than the edges and should therefore be more specular. Note that the cracks themselves have little to no specularity at all.
Color applied to a specular map tints the color of highlights. Bricks are made out of a sand like material and as such would reflect slightly variable tints. This too is present in the example to the right.
Specular maps are added to material shaders by use of the Specularmap keyword or the Blend keyword with the "specularmap" parameter. As convention it's recommended that you add "_s" to the end of the texture's filename.
Bump maps can be modified into a good starting point for a specular map.

http://www.modwiki.net/wiki/Texturing 19:20 Wedenesday 11 February

Why my chop-shop is designed the way it is

Thinking again just before going to bed on this project i was thinking about my design, i had been doing this before but never wrote it down, so here goes. The way it is designed is useful for single, co-op and multiplayer. If it works you can also have clans in game to defend your chop shop.

Small building; This is a safe house/lobby for the player it will be were they go to get equipped for a mission, save, rest but also a place to meet other players and start missions with them so it will be like a chatroom/lobby were people who need to do the same mission can talk to others to get tips etc. These safe houses will be dotted around the place throughout the game.

Main building; This is the chop shop were you can fix your ride if used in missions pimp it out with new weapons, better armour and make trades with other players rides or sell your own.

Bit outside with crates and barrels; Good hiding place in single player, another part of the game is that your chop shop could be ambushed by other clans to steal parts you may have or weapons or that part of the map.

Multiplayer; If this was just for multiplayer the interior and exterior would be one meaning there wouldnt be doors as they are just an obstacle and by the time you open one you could be dead. I think there are enough places in and around the building which would be useful for a multiplayer game. With the environment being interactive (barrels and cars can explode).

This is just one way of thinking i probably have missed out some stuff, but yeah not bad.

Tuesday 10 February 2009

Discussions

Today saw the formative with Jared i was very pleased with how it went and im encouraged to keep on working, i am starting to think that there is still a lot to do. Its taken awhile to texture the exterior and with the interior not really thought about time is ticking away.
We also had Jamie in and he told me how to use normals, which is a way of having a high poly mesh and baking it allowing to be a low mesh, this was a good tip and maybe if time could use on the car, if not then it will definatly be looked into for future projects.
Today saw the majority of texturing done for the exterior i am now hopeing this will mean that i can just transfer the texture maps to medium and low level of detail models.
I also want to look into specular maps, diffuse and normal maps a bit just so i understand them a bit more and what the pros are of using them.

UPDATE

Yep a UV update this is the colour/diffuse and height map of the buildings. 2048*2048


Monday 9 February 2009

Some images of progress

Ok these were taken partly for the formative assessment tomorrow, but also to look at the bump on the objects as i created a Height Map in photoshop, basicly using a black/white layer and adding dark bits which i want to bump more.

Thursday 5 February 2009

To bump or not to bump that is the question!

So below are two shots one has a default bump the other has none, i feel that some details like the brickwork shouldnt have a bump and should be left while having a default bump on the rest. If that is possible, some time in photoshop is needed in order to get this correct i think or have a look at CrazyBump a bit more!
Any feedback would be nice boys!

Texturing made Easy

Im starting to really enjoy texturing now, its so much easier when everything is on one PSD it allows me to reload quickly into maya and see if what i just did was good if it wasnt i can delete it. Also if some of the UVs are wrong i can quickly move them in order to get them correct this happened by the windows where i did some bad UV placement the images below show what was first and how i then changed them to get them correct.

Wednesday 4 February 2009

Change of Texture

So yeah looking at far cry 2 i like the way they add some detail to their walls, below is an image of me recreating that, their is bump but it is a default one i did.

I am pleased with this so far but make the red a bit brighter and a change in colour of the wood.

Texture Test

Started some work on the textures today it seems that laying out the UVs first does work so i am going to carry on working this way, i am pleased so far with how it is looking. I did some research into the plug in and we dont have it so im going to download a beta of CrazyBump at home and hope that it will work on my comp at home, it will allow me to do normal, diffuse, occlusion, dispacement and specular in a click of a button.

The lighting is mental ray default sun, this can be tweaked to give some great effects, of different times of day.

Tuesday 3 February 2009

Basic Car

So this was a quick car i created this afternoon its 2,500 polys but i havent cleaned it up yet and may add detail depending on poly count again! The car will be hanging from the ceiling on chains or lifted up this would mean a lot of detail on the textures all round as it can be seen from all angles.

These pictures dont do it justice i feel maybe something to do with the lighting!



Office Interior

So, the snow came was a nice day off yesterday to relax a lil bit and not knowing if college will be open today. But, it wasnt so i decided to have a productive day.

The basic office/saving/rest room for in a game is now done. Depending on polygon counts for the other area i may add some more detail to the cupboard for instance or add some stuff in there as it does look a bit bare! The poly count is some what in between 4,500 and 5,000 leaving me with 15,000 for the other area, so that should be ok.

Sunday 1 February 2009

Research, Plug-Ins and Textures

Well over the weekend i decided to buy far cry 2, ouch my computer doesnt like it, but anyway yeah decided to get it to give me some inspiration and guide lines on to textures. The game itself is pretty cool a 50km squared open area to play in so over the next week i will be looking into the models in it and how they created them.
This morning i have been looking in to some textures that i think will be useful in the overall layout of my piece, i may change the way i have started my UVing as well it would seem that some people find the textures first place them in photoshop then set up the UVs to fit the space. This will be something i look into today and tomorrow. However in order to get different maps, normal and specular the easiest way would be to get a plug in for photoshop. Will look into this when i get to college and see if we support it or not and if i can get hold of it. As it would be very benificial for the whole class.